<!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo--> carnage i post mensage you about your textures and make post at the custon textures thread and you dont listen. your animates textures are loosing some character in the prefix like the "~" before the number and the animate texture 0, in this case the +0~techbluebay. second your textures break up in a 6 sided pipe i get 2 sections in that and the animation look abit wierd and break if you smooth adding the 6 textures you dont do. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> now your improve in the co_bluebay brush work is amaze and lightining but you keep making the map look like blackmesa. try put arc in the hallway like ns_shiva, ns_veil, ns_eclipse, ns_ayumi,co_niveus... try hide pipes behind a grates like bast, not like that you did but a grate with a big holes like origin or make suport for those pipes like caged. try use les that cian grey light from ns2.wad because that look wierd in big scales. try trade some of the cian light for red bring more sexy and contrast since blue and green will work like a smooth for those cian light try put pure blue near that cian and red behind that pipes or spoting those pipes.
According to the NS forums "We have <b>20118</b> registered members" -and that's just the forumites. While 200+ in a few days is fairly impressive, my point was that making decent changes to improve gameplay does two things:
- Gives you the mapper a greater understanding on how to balance gameplay, allowing you to make more of a conscious decision on how to put your map together and how this in turn will effect the average (pub) and competitive game played on it.
- Gives the community a more playable map which as a consequence will receive more downloads (always a bonus), giving you the mapper more recognition from the NS community.
<!--QuoteBegin-Crispy+Apr 14 2005, 06:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Apr 14 2005, 06:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> According to the NS forums "We have <b>20118</b> registered members" -and that's just the forumites. While 200+ in a few days is fairly impressive, my point was that making decent changes to improve gameplay does two things:
- Gives you the mapper a greater understanding on how to balance gameplay, allowing you to make more of a conscious decision on how to put your map together and how this in turn will effect the average (pub) and competitive game played on it.
- Gives the community a more playable map which as a consequence will receive more downloads (always a bonus), giving you the mapper more recognition from the NS community. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Quoted for its high percentage of truth!
my last posts were about how to make the join marines signs etc. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> and that was like 2 years ago.. so hear goes <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
@Nazul: Looking good so far. The name doesn't really do justice to your map:). The texture usage looks original enough and I especially like the lighty mood of your map. The architecture, however, needs improving as the room in the first pic looks very flat if not boxy. Particularly the floor and ceiling need spicing up, which can be attained for example by cutting the surface into several sections and making something out of them (eg. using height variation). The map's also very dull and monochrome and could have some use for additional light sources and lights of different colour.
Here is my bit for a new map a friend of mine and myself are making. It's not finished, but it is in the works. This is a preview of the marine start in the works.
By the way, the Command Chair is on the first floor, so, no worries about marines getting to take pot shots at aliens from a high altitude. That is just elevated to give the marines some breathing room.
gamma still needs to be a bit higher I think, or light intensities raised. Still, a good start. :edit: other than the sky-light, ceiling is very flat. put some lights in or some grating, ducting, whatever. needs some interest.
If that ladder is the only way out of the CC area or the only way to the top floor you got a bit of a problem as an Onos looks as if it will be too fat to get up there.
The CC is on the first floor, and the two upper levels are ONLY in marine start. If they werent there, the marines wouldn't have much breathing room and therefor would be screwed by an Onos if it got in there. Remember: CC is on first floor, which is what the whole level is on.
EDIT: Here is a Photoshop Gamma Ajustment (looks horrible, I know) but the screen is different. I modified a FEW things, like the textures on the pipes and their shapes, and I added a few touches to the lights. You cant see it, but behind us are some computer panels with new overlays on them.
Good job PlagueBearer i like the ms it has a nice atmosphere, the catwalk shot looks great <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->. Now it seems to have improved even more, the only thing that might be a problem is 8 rts although they seem to be placed well.
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> have a name this map?
I remember playing that map a looong time ago with you and some #nsmapping peeps. It seems that you've updated it quite a bit, nice job! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> plague your download link are broke at the The Map Release Topic.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
Aiit, first thing, I'd scale up the water texture to twice its current state. In this case, choose less repetitive over resolution.
Second, you are going to need some trim around the water to make it look like it belongs there, but wait, don't decide on something yet.
Decide what this room is for on the base (this may already be done). Then start thinking like an engineer. Put in whatever needs to be there to do what needs to be done in the room.
It looks very competent at the moment, the lighting colors are nice, but it doesn't look useful for anything I would want to do on an undersea station, other than getting wet. Think about a person going through his work day, and what he would need to do his job in this room.
I'm also thinking that the lighting isn't utilitarian enough to be convincing. If anything docks there, Its going to be very brightly lit, cause nobody wants large mobile objects to **** up and break something cause somebody couldn't see. Just think about little things like that.
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> some furniture like mecanicals will work beter. maybe if you bring light for ceiling every one will like it.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited April 2005
I dunno KFDM, it seems it lacks something. First thing I would do is place some lights underwater, dark blue or red maybe. And add some spotlights to highlight some areas. Also break up some of the wall geometry with computer panels or pipes perhaps. And maybe add a crane on the ceiling, above the water to lift a sub or something , since it looks like a docking compartment.
Shape those walls, it will give the area some character and will allow you to put in more interesting and different lighting. Should also unlock some room to put in machinery and computers.
working on that one in my free time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-KungFuDiscoMonkey+Apr 29 2005, 03:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Apr 29 2005, 03:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> WIP, not gamma corrected. I blame MSPaint for the bad Jpeg compression because I was too lazy to load up photoshop. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Can't see **** captain. Anyway, yeah as moultano said, even although thats not gamma corrected, it still needs to be brighter.
Once only, the machine in that alcove type thing doesn't look convincing, i think the flat end might be accountable.
Im still working on my map some screens from changed corridors and marines start hallway near war room is finished to. I know the lights are still blatant but first im trying to make a map them i will work on lights.
Comments
your animates textures are loosing some character in the prefix like the "~" before the number and the animate texture 0, in this case the +0~techbluebay.
second your textures break up in a 6 sided pipe i get 2 sections in that and the animation look abit wierd and break if you smooth adding the 6 textures you dont do.
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
now your improve in the co_bluebay brush work is amaze and lightining but you keep making the map look like blackmesa.
try put arc in the hallway like ns_shiva, ns_veil, ns_eclipse, ns_ayumi,co_niveus...
try hide pipes behind a grates like bast, not like that you did but a grate with a big holes like origin or make suport for those pipes like caged.
try use les that cian grey light from ns2.wad because that look wierd in big scales.
try trade some of the cian light for red bring more sexy and contrast since blue and green will work like a smooth for those cian light try put pure blue near that cian and red behind that pipes or spoting those pipes.
- Gives you the mapper a greater understanding on how to balance gameplay, allowing you to make more of a conscious decision on how to put your map together and how this in turn will effect the average (pub) and competitive game played on it.
- Gives the community a more playable map which as a consequence will receive more downloads (always a bonus), giving you the mapper more recognition from the NS community.
- Gives you the mapper a greater understanding on how to balance gameplay, allowing you to make more of a conscious decision on how to put your map together and how this in turn will effect the average (pub) and competitive game played on it.
- Gives the community a more playable map which as a consequence will receive more downloads (always a bonus), giving you the mapper more recognition from the NS community. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Quoted for its high percentage of truth!
<a href='http://nazul.nl/fun/ns_hollow0001.jpg' target='_blank'>http://nazul.nl/fun/ns_hollow0001.jpg</a>
<a href='http://nazul.nl/fun/ns_hollow0002.jpg' target='_blank'>http://nazul.nl/fun/ns_hollow0002.jpg</a>
<a href='http://nazul.nl/fun/ns_hollow0003.jpg' target='_blank'>http://nazul.nl/fun/ns_hollow0003.jpg</a>
By the way, the Command Chair is on the first floor, so, no worries about marines getting to take pot shots at aliens from a high altitude. That is just elevated to give the marines some breathing room.
:edit: other than the sky-light, ceiling is very flat. put some lights in or some grating, ducting, whatever. needs some interest.
EDIT: Here is a Photoshop Gamma Ajustment (looks horrible, I know) but the screen is different. I modified a FEW things, like the textures on the pipes and their shapes, and I added a few touches to the lights. You cant see it, but behind us are some computer panels with new overlays on them.
<img src='http://www.confusionville.net/Plaguebearer/maps/ns_thorstation/halflife26.jpg' border='0' alt='user posted image' />
<img src='http://www.confusionville.net/Plaguebearer/maps/ns_thorstation/halflife00.jpg' border='0' alt='user posted image' />
<img src='http://www.confusionville.net/Plaguebearer/maps/ns_thorstation/halflife25.jpg' border='0' alt='user posted image' />
<img src='http://www.confusionville.net/Plaguebearer/maps/ns_thorstation/halflife30.jpg' border='0' alt='user posted image' />
have a name this map?
have a name this map? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
map name this does
ns_thorstation <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> _
The layout looks pretty sound, I'd like to play it sometime. Which servers are running it?
As far as the O... that's a tex I ripped off from Yamazaki's co_poseidon, not one of my own.
I blame MSPaint for the bad Jpeg compression because I was too lazy to load up photoshop.
Second, you are going to need some trim around the water to make it look like it belongs there, but wait, don't decide on something yet.
Decide what this room is for on the base (this may already be done). Then start thinking like an engineer. Put in whatever needs to be there to do what needs to be done in the room.
It looks very competent at the moment, the lighting colors are nice, but it doesn't look useful for anything I would want to do on an undersea station, other than getting wet. Think about a person going through his work day, and what he would need to do his job in this room.
I'm also thinking that the lighting isn't utilitarian enough to be convincing. If anything docks there, Its going to be very brightly lit, cause nobody wants large mobile objects to **** up and break something cause somebody couldn't see. Just think about little things like that.
some furniture like mecanicals will work beter.
maybe if you bring light for ceiling every one will like it.
At the moment it feels kind of empty.
working on that one in my free time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<a href='http://www.imageshack.us' target='_blank'><img src='http://img235.echo.cx/img235/9369/halflife890td.jpg' border='0' alt='user posted image' /></a>
<a href='http://www.imageshack.us' target='_blank'><img src='http://img243.echo.cx/img243/2902/halflife908xl.jpg' border='0' alt='user posted image' /></a>
<a href='http://www.imageshack.us' target='_blank'><img src='http://img243.echo.cx/img243/4448/halflife916ug.jpg' border='0' alt='user posted image' /></a>
And an image so you can see the scale to the player.
<a href='http://www.imageshack.us' target='_blank'><img src='http://img243.echo.cx/img243/6686/halflife933og.jpg' border='0' alt='user posted image' /></a>
I blame MSPaint for the bad Jpeg compression because I was too lazy to load up photoshop. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Can't see **** captain. Anyway, yeah as moultano said, even although thats not gamma corrected, it still needs to be brighter.
Once only, the machine in that alcove type thing doesn't look convincing, i think the flat end might be accountable.
<img src='http://overmind.pl/Images/co_bluebay/co_bluebay0048.jpg' border='0' alt='user posted image' />
<img src='http://overmind.pl/Images/co_bluebay/co_bluebay0049.jpg' border='0' alt='user posted image' />
<img src='http://overmind.pl/Images/co_bluebay/co_bluebay0050.jpg' border='0' alt='user posted image' />
<img src='http://overmind.pl/Images/co_bluebay/co_bluebay0054.jpg' border='0' alt='user posted image' />
<img src='http://overmind.pl/Images/co_bluebay/co_bluebay0055.jpg' border='0' alt='user posted image' />
The blue line will be lighten up in next compilation i forgot to set it.
Anyway, more shots
<a href='http://www.imageshack.us' target='_blank'><img src='http://img14.echo.cx/img14/8677/halflife006hf.jpg' border='0' alt='user posted image' /></a>
<a href='http://www.imageshack.us' target='_blank'><img src='http://img14.echo.cx/img14/1518/halflife016uh.jpg' border='0' alt='user posted image' /></a>
<a href='http://www.imageshack.us' target='_blank'><img src='http://img14.echo.cx/img14/8559/halflife036hw.jpg' border='0' alt='user posted image' /></a>
<a href='http://www.imageshack.us' target='_blank'><img src='http://img229.echo.cx/img229/3637/halflife028yc.jpg' border='0' alt='user posted image' /></a>
<a href='http://www.imageshack.us' target='_blank'><img src='http://img14.echo.cx/img14/3615/halflife047tm.jpg' border='0' alt='user posted image' /></a>