i've been sorta blank on NS mapping for the last couple weeks, but took up the metaphorical pencil and paper again yesterday and today to come up with this. no premeditated design. all on the fly.
I'm not the best mapper out there as you can see <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> And it's still a bit empty..
Belgarion: Looking great man. Not bad for being 'blank' lately. Makes me wish I still wasn't in the middle of mappers block. Maybe I should try some mapping for something else for a while.
Rendy : Wonderful as always! Don't see much 'out-of-ship' in the HL engine.
Ben : H-O-L-Y C-R-A-P..... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> i'm flabbergastardized. i'm so amazed i had to make up a new word. simply speechless man. it makes me wish i wasn't posting this <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ayeyayai.... i just can't get over that. it's so picture perfect. run HL at 1600x1200 and post the pics!... err.. if your monitor supports 1600x1200.
Cheers dude. Nice shots yourself. If i supported 1600 i would. I was at the highest i could be at 1152 x whatever. A shame <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I'll do my best Drunken monkey <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> No promises on it happening any time soon. *mumbles something about NW* <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
The glowing crystals give a very cool feeling to that cave area in the pics on the previous page. but for 1 marine to be walking through there alone, I think it'd be scawy : ( I like it.
And belg's "suspened catwalk/fire escape" style stairs are interesting, that's a lork's arena. I feel bad for whoever is on the steps : (
I hate yall! Making me even more upset that I'm in the middle of mappers block. Ugh. Great work guys. With all these cool maps, NS 4.0 will be jam packed.
Gah.... soooo busy... well, here's what I've managed to throw together in the little amount of free time I've had.
:: Here's an another POV of an old room, just to show the upper section that should help out those "poor skulks". <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <img src='http://www.aybnetwork.com/map_ns8a.jpg' border='0' alt='user posted image'>
:: This might section may have been posted earlier, but it's been undergoing some changes. This is a section of a dual hallway. Basically, this should be a "high traffic area" since at least 2 hives are going to be connected via this passage. The reason it isn't just a straight shot (single hallway) back is for game play and VIS reasons. So, sections can be closed off/opened for defensive or offensive reasons. This however isn't the intended Onos pathway. That one is still in the works... <img src='http://www.aybnetwork.com/map_ns9a.jpg' border='0' alt='user posted image'>
:: One of two passageways into a nearby hive. This one however will be a wieldable. The door isn't mapped in yet, but it will allow for lurks and skulks to get through, but marines will have to weld a panel in order to utilize a back-door to the hive room. <img src='http://www.aybnetwork.com/map_ns10a.jpg' border='0' alt='user posted image'>
:: This is a screen shot of a minor junction, the security door is where the main entrance to the hive can be reached by. To the left of it is the entrance to the secondary passageway that was shown above... and yes, no door or wieldable brush is there yet. I've been busy. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <img src='http://www.aybnetwork.com/map_ns11a.jpg' border='0' alt='user posted image'>
Wow there is some awesome pics in there. Rendy i really like your map, it seems to be very original with a lot of differents rooms, keep it up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Drunken.Monkey, it's beautiful as always. IMO this "little yellow touch" is perfect <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
EDIT: here is 2 pics from my co_map, the "particularity" of it is that some rooms are outside (jp/lerks heaven)
now that would make for some interesting gameplay. may i make a suggestion however? We're all aware of the inherrant problem of outdoor areas and lerk/jp/skulk. So my suggestion is this: Make some sort of all-encompasing grating or fencing around the open area of the outdoor areas. this way players understand why they suddenly can't go flying off into space and why skulks can't go any higher. It might not look quite as cool, and will most-likely interfear with your r_speeds, but it's sort of needed. i don't see how else you're going to get away with an outdoor area.
Drunken.Monkey very nice except the fullbright texture light looks ugly, you rally need an overlay. Imo yellow is very underused in ns maps.
kawak also very nice, except the problem with outside areas and ns. But in ns_tanith there is an outside are which most people don't even notice, although it is quite small, the area right outside the marine start look up and you will see the sky. I hope you come up with something nice, maby some kind of forcefield barrier?
Kawak: That's looking really awesome. I love the color of the light_enviorment. It will be interesting to see how the outdoor area works ingame, the fact that skulks can climb clip-brushes in 3.0 may cause problems.
tseepra: Yeah, I know the light-textures are ugly. I'm going to fix that later. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Hot damn! Nice work kawak!! Hope you finish it soon. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
image 1
<img src='http://members.lycos.nl/jezpuh3/testroom0007.JPG' border='0' alt='user posted image'>
I'm not the best mapper out there as you can see <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
And it's still a bit empty..
JezPuh I think you overdid the lighting, you have too many lights and it looks fullbright.
There will be some darker spots I'm working on now. Expect screenshots soon.
i love it.
my day is complete.
<img src='http://www.snarkpit.com/maps/HL/images/540_2.jpg' border='0' alt='user posted image'>
<img src='http://www.snarkpit.com/maps/HL/images/540_3.jpg' border='0' alt='user posted image'>
Redid the lighting, made a few architecal improvements and optimised the map abit. Haven't had time to add anything extra to it yet. Anywya, opinions!
<img src='http://torment.wz.cz/NS/ns_hulk20006.jpg' border='0' alt='user posted image'>
Ben : H-O-L-Y C-R-A-P..... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> i'm flabbergastardized. i'm so amazed i had to make up a new word. simply speechless man. it makes me wish i wasn't posting this <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ayeyayai.... i just can't get over that. it's so picture perfect. run HL at 1600x1200 and post the pics!... err.. if your monitor supports 1600x1200.
Mr.Ben: Still looks looks fantastic. Finish it now! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
And belg's "suspened catwalk/fire escape" style stairs are interesting, that's a lork's arena. I feel bad for whoever is on the steps : (
<img src='http://torment.wz.cz/NS/ns_hulk20006.jpg' border='0' alt='user posted image'> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Mm....I love spaceship designs in NS maps. Looks good.
:: Here's an another POV of an old room, just to show the upper section that should help out those "poor skulks". <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<img src='http://www.aybnetwork.com/map_ns8a.jpg' border='0' alt='user posted image'>
:: This might section may have been posted earlier, but it's been undergoing some changes. This is a section of a dual hallway. Basically, this should be a "high traffic area" since at least 2 hives are going to be connected via this passage. The reason it isn't just a straight shot (single hallway) back is for game play and VIS reasons. So, sections can be closed off/opened for defensive or offensive reasons. This however isn't the intended Onos pathway. That one is still in the works...
<img src='http://www.aybnetwork.com/map_ns9a.jpg' border='0' alt='user posted image'>
:: One of two passageways into a nearby hive. This one however will be a wieldable. The door isn't mapped in yet, but it will allow for lurks and skulks to get through, but marines will have to weld a panel in order to utilize a back-door to the hive room.
<img src='http://www.aybnetwork.com/map_ns10a.jpg' border='0' alt='user posted image'>
:: This is a screen shot of a minor junction, the security door is where the main entrance to the hive can be reached by. To the left of it is the entrance to the secondary passageway that was shown above... and yes, no door or wieldable brush is there yet. I've been busy. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
<img src='http://www.aybnetwork.com/map_ns11a.jpg' border='0' alt='user posted image'>
Rendy i really like your map, it seems to be very original with a lot of differents rooms, keep it up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Drunken.Monkey, it's beautiful as always. IMO this "little yellow touch" is perfect <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
EDIT: here is 2 pics from my co_map, the "particularity" of it is that some rooms are outside (jp/lerks heaven)
<img src='http://membres.lycos.fr/kawaak/co03.jpg' border='0' alt='user posted image'>
<img src='http://membres.lycos.fr/kawaak/co04.jpg' border='0' alt='user posted image'>
may i make a suggestion however? We're all aware of the inherrant problem of outdoor areas and lerk/jp/skulk. So my suggestion is this: Make some sort of all-encompasing grating or fencing around the open area of the outdoor areas. this way players understand why they suddenly can't go flying off into space and why skulks can't go any higher. It might not look quite as cool, and will most-likely interfear with your r_speeds, but it's sort of needed. i don't see how else you're going to get away with an outdoor area.
kawak also very nice, except the problem with outside areas and ns. But in ns_tanith there is an outside are which most people don't even notice, although it is quite small, the area right outside the marine start look up and you will see the sky. I hope you come up with something nice, maby some kind of forcefield barrier?
Great work kawak. I'm liking that outdoor area.
tseepra: Yeah, I know the light-textures are ugly. I'm going to fix that later. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->