Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
Hello world <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I've changed the med-sector to look more brighter and sterile, simply more real
GG blueman <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I'm hoping to see this in 2.1
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Blueman: In that last shot, you should align those textures on that cone infestation you have going there.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
or do that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
i think CC is in a great place, but maybe playtests resolve that its too easy to take down from long distances, THEN ill change it. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
About the infestation cone. Its perfect guys, you shoul take a loo at it ingame. Mmaybe i could align it perfectly but that could be a payne in the ****.....
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
edited November 2003
Last pic of med-sector. I will stop anoying you with almost same pictures <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Mystic is the best looking map whitch I have seen.... it looks cool on pictures and fantastic ingame, full of details, ideas and and and .... uhh
Howdy folks, I'm somewhat of a n00b mapper, but what the hey <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> Here's some shots of my as-of-yet unnamed map. It's mostly just geometry at the moment, I'm starting to add fine details and cool lighting a room at a time.
<img src='http://macs.unisa.edu.au/samah/files/nsmap/shot1.jpg' border='0' alt='user posted image'> It's supposed to look like something fell through the roof and broke through a couple of decks, then hastily cleaned up. I'm not quite sure what to do with the ceiling yet. Logically, the ceiling should be open into sky, but: a) I'd have to stop people going out there b) It ruins the atmos a bit - trying to keep it dark and gloomy. c) I haven't decided whether this is even on a planet yet - it might end up a space station. All the doors are fake except for the ones on the top level. On the top level there's going to be two weldable points (one on either side of the chasm) which will drop down a catwalk when both are welded. This way you need to walk around from both sides to create the shortcut. Note the debris from the upper levels leaning against the wall.
<img src='http://macs.unisa.edu.au/samah/files/nsmap/shot3.jpg' border='0' alt='user posted image'> A T-junction with a catwalk. You can walk underneath the catwalk, but only aliens will be able to build down there. Skulks can't get through the sides - they have to go all the way around. The res point and comm chair wont be there in the final version (this isn't marine spawn), I just needed somewhere to stick them to test it out. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<img src='http://macs.unisa.edu.au/samah/files/nsmap/shot2.jpg' border='0' alt='user posted image'> The same point in the T-junction, this time from underneath the catwalk. This area still needs a lot of work.
Lemme know what you think - I gotta work on adding computers and coloured lights and stuff yet.
Heh thanks for the comments <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Oh and when I say "n00b" I just mean that this is my first shot at NS mapping - I messed around with Worldcraft very briefly a couple years ago when I started playing CS, but never really did anything of consequence.
In that first screenie it's kinda hard to see, but there's a blue spotlight in front of that holographic monitor. I think the other light in the room drowns it out a bit. I might have to dim or remove the other light. I'm starting to think it might be cool to use some scrolling lightning textures as a sort of passive lighting, a la Triad (ns_eclipse).
I have a lot more worked out for the map (I have a little handdrawn sketch), but I don't want to continue on with the geometry too much. In my experience (I used to do a LOT of mapping for Doom and Heretic using DCK) if you rush ahead and make the whole level, you fall down on detail - it all starts to look very samey. So I'm doing it a room at a time and putting in fine details as i go.
<!--QuoteBegin--Hyperion2010+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hyperion2010)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What are the r-speeds on that map? it looks awesome btw<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Not sure if you meant my map, but anyway... r_speeds are fairly low everywhere - average of about 350-400. There's one spot where it spikes to 700, but its a spot in midair. The only way you can actually get to that spot is to fall from the roof as a skulk, or jetpack/lerk (or fade blink) so I figure its not really an issue.
new room, and resource node, though you can't really see the node from this angle. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Yeah that looks pretty good. One thing tho - have you put overlays on those monitors? If so, it's kinda hard to tell - must be the lighting or something. If not, get to it! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Or you could save on entites and just cut out the frame of the monitor, then texture the screen with the overlay and light that.... it's the same effect, you're just trading an increase in r_speeds for less entity usage..... In the end I think it's worth it.
Comments
<img src='http://torment.wz.cz/NS/ns_hulk0073.jpg' border='0' alt='user posted image'>
<img src='http://torment.wz.cz/NS/ns_hulk0074.jpg' border='0' alt='user posted image'>
<img src='http://torment.wz.cz/NS/ns_hulk0075.jpg' border='0' alt='user posted image'>
over 57 screen shots, to many to list
all screen shots listed in conroligal order
amckern
Some pics.
<img src='http://www.thehivemind.org/blueman/pics/mystic/ns_mystic0000.jpg' border='0' alt='user posted image'>
<img src='http://www.thehivemind.org/blueman/pics/mystic/ns_mystic0002.jpg' border='0' alt='user posted image'>
<img src='http://www.thehivemind.org/blueman/pics/mystic/ns_mystic0003.jpg' border='0' alt='user posted image'>
<img src='http://www.thehivemind.org/blueman/pics/mystic/ns_mystic0005.jpg' border='0' alt='user posted image'>
<img src='http://www.thehivemind.org/blueman/pics/mystic/ns_mystic0006.jpg' border='0' alt='user posted image'>
As i post this, Ulysses is compiling.....
hehehe
those last 2 pics are - not good
1st
cc in middle of no ware??? At least put it in a conver or something - its out of place
spike is well, just awfull, fix it up, or make it look less like a spike (clip the top off?)
amckern
Son, you better be kidding me.
or do that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
amckern
About the infestation cone. Its perfect guys, you shoul take a loo at it ingame. Mmaybe i could align it perfectly but that could be a payne in the ****.....
Mystic is the best looking map whitch I have seen.... it looks cool on pictures and fantastic ingame, full of details, ideas and and and .... uhh
<img src='http://torment.wz.cz/NS/ns_hulk0079.jpg' border='0' alt='user posted image'>
amckern
<img src='http://usuarios.lycos.es/mendasp/mapas/co_phobia/co_phobia2.jpg' border='0' alt='user posted image'>
<img src='http://usuarios.lycos.es/mendasp/mapas/co_phobia/co_phobia3.jpg' border='0' alt='user posted image'>
<img src='http://usuarios.lycos.es/mendasp/mapas/co_phobia/co_phobia4.jpg' border='0' alt='user posted image'>
<img src='http://usuarios.lycos.es/mendasp/mapas/co_phobia/co_phobia5.jpg' border='0' alt='user posted image'>
<img src='http://usuarios.lycos.es/mendasp/mapas/co_phobia/co_phobia6.jpg' border='0' alt='user posted image'>
<img src='http://usuarios.lycos.es/mendasp/mapas/co_phobia/co_phobia7.jpg' border='0' alt='user posted image'>
Nothing...
though -
<a href='http://usuarios.lycos.es/mendasp/mapas/co_phobia/co_phobia3.jpg' target='_blank'>http://usuarios.lycos.es/mendasp/mapas/co_.../co_phobia3.jpg</a>
the lights look like slightly to flush, try rescesing them
amckern
I'm somewhat of a n00b mapper, but what the hey <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Here's some shots of my as-of-yet unnamed map.
It's mostly just geometry at the moment, I'm starting to add fine details and cool lighting a room at a time.
<img src='http://macs.unisa.edu.au/samah/files/nsmap/shot1.jpg' border='0' alt='user posted image'>
It's supposed to look like something fell through the roof and broke through a couple of decks, then hastily cleaned up.
I'm not quite sure what to do with the ceiling yet. Logically, the ceiling should be open into sky, but:
a) I'd have to stop people going out there
b) It ruins the atmos a bit - trying to keep it dark and gloomy.
c) I haven't decided whether this is even on a planet yet - it might end up a space station.
All the doors are fake except for the ones on the top level.
On the top level there's going to be two weldable points (one on either side of the chasm) which will drop down a catwalk when both are welded. This way you need to walk around from both sides to create the shortcut.
Note the debris from the upper levels leaning against the wall.
<img src='http://macs.unisa.edu.au/samah/files/nsmap/shot3.jpg' border='0' alt='user posted image'>
A T-junction with a catwalk. You can walk underneath the catwalk, but only aliens will be able to build down there. Skulks can't get through the sides - they have to go all the way around.
The res point and comm chair wont be there in the final version (this isn't marine spawn), I just needed somewhere to stick them to test it out. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<img src='http://macs.unisa.edu.au/samah/files/nsmap/shot2.jpg' border='0' alt='user posted image'>
The same point in the T-junction, this time from underneath the catwalk. This area still needs a lot of work.
Lemme know what you think - I gotta work on adding computers and coloured lights and stuff yet.
--Samah
Mendasp....nice map.
haha biggest joke ever, those screens, and the idea (orignal i might add) are not n00b
gw
amckern
Oh and when I say "n00b" I just mean that this is my first shot at NS mapping - I messed around with Worldcraft very briefly a couple years ago when I started playing CS, but never really did anything of consequence.
In that first screenie it's kinda hard to see, but there's a blue spotlight in front of that holographic monitor. I think the other light in the room drowns it out a bit. I might have to dim or remove the other light. I'm starting to think it might be cool to use some scrolling lightning textures as a sort of passive lighting, a la Triad (ns_eclipse).
I have a lot more worked out for the map (I have a little handdrawn sketch), but I don't want to continue on with the geometry too much. In my experience (I used to do a LOT of mapping for Doom and Heretic using DCK) if you rush ahead and make the whole level, you fall down on detail - it all starts to look very samey. So I'm doing it a room at a time and putting in fine details as i go.
<!--QuoteBegin--Hyperion2010+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hyperion2010)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What are the r-speeds on that map? it looks awesome btw<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Not sure if you meant my map, but anyway...
r_speeds are fairly low everywhere - average of about 350-400. There's one spot where it spikes to 700, but its a spot in midair. The only way you can actually get to that spot is to fall from the roof as a skulk, or jetpack/lerk (or fade blink) so I figure its not really an issue.
amckern
One thing tho - have you put overlays on those monitors? If so, it's kinda hard to tell - must be the lighting or something.
If not, get to it!
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->