mojo took the words right out of my mouth, hly crap that is nice, and stop thinking your not good a t mapping, your easily 10 times better than most of us around here
Wow! That's some slick architecture there. Too bad the HL engine is spitting large numbers over 800 (or the guidelines' 700) in your face. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Have you tried make some stuff func_wall so that there's less faces being split? Also note that large areas of water contribute large amounts of wpolys, although there's not much you can do about that except rip the water out and maybe try a misty particle effect instead. Hmm, that's not a bad idea... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Also note that scaling the water texture up won't make a difference, the water faces are always split the same due to the way the waves and texture distortions work.
Lastly, some criticism: Lighting needs a little bit of work. That spotlight in the middle doesn't seem quite right to my eyes... maybe try smaller spotlights around the edges instead? I do think some more bright glowy lighting from underneath might look seriously "rad" too (pun intended, ha ha ha!) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--Belgarion+Jan 8 2004, 04:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Belgarion @ Jan 8 2004, 04:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> *gasp* belg mapped again *pandemonium looting and confusion ensues*
for those with lower resolutions, get a better monitor or video card... haha no. i mean, here. linkage so IE will resize it for you. <a href='http://www.unknownworlds.com/forums/uploads/post-4-1073601931.jpg' target='_blank'>same image as below</a>
wpoly is attrocious in here. around 800+ i think, due to the curved walkway and the molding around it. i've nulled anything that can be nulled to reduce rspeeds already. the only way to get lower rspeeds now is to remove stuff. so boo. here it is. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> wow that really brings out the "sci-fi" look
Erias: .... wow. i'm stupid. i totally forgot about func_wall rspeed optimizations. i got it down to about 750max, as opposed to a previous 830 max. of course, both these numbers were taken from the extreme corner positions where no one but a skulk/flying type thing would chance to come by.
about that lighting, i had already redone that maybe a half-hour after i posted the image (specifically, the red lights intensities were increased to 75, the central spot was changed to 45/30 instead of 30/30, and the spots intensity was changed from 150 to 100) . i also turned it into a hive room, so thre's now a hive in it, some of the walls have changed textures, and one of the pipes is broken. the ceiling texture was also changed, and some fans were added into the ceiling. i was also able to impliment a particle system tied to a brush (thanks mendasp for helping me out with that ^_^ ). and then i just did the r_speeds a few minutes ago.
enjoy
oh and zazi... <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
<!--QuoteBegin--blueman+Jan 9 2004, 11:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (blueman @ Jan 9 2004, 11:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nice room, but too much steam. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I would say that the particles should have checked the "Fade out" flag, that might make the area look much better (IMO). I don't know, it's a very high contrast with all that white particles <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Looking from where the CC is placed towards the exit of my marine start, on the right leads to a door where the players spawn and the RT is place, not going to post a pic of that because it looks quite plain
Really interesting stuff there with the underwater stuff. Good thinking. It's sparked off a few ideas in my own head *ponders* Oh yeah the steam, looks a little bit too much. I'm not familiar with the PS so just do what other people to tell you to make it look better <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Belg: Lookin' spectacular. Few could make as ineluctably scrumptious a hive room! And considering the detail, the reasonable r_speeds are quite an achievement. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Of course, the particle system needs work... but that's just a little tweaking.
Pony: Interesting. Lighting could stand a little contrast... try playing with gamma values and RAD parameters. Also, your corners so <i>totally</i> need bevels and supports and detail... give that a try, so your corners aren't so sharp and plain (not to mention textured differently on either side, which is a mapping no-no.)
alright. here's some particle tweakage. looks far better if you ask me. thanks to mouse and friends giving suggestions/ideas on how to make it look better. i think i'm satisfied with the room now. perhapse i should make this a co map...
very nice man. i love that entrance from the landing pad. great stuff. but the marine spawn looks kinda funky... umm, perhapse we could get a better perspective of it? can't see much.
Belg, the fog to me is too uhh spotty, for lack of a better word... maybe if was more of a hazy fog than random steam it would look better, but right now i think its better without the steam <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
<!--QuoteBegin--Belgarion+Jan 9 2004, 12:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Belgarion @ Jan 9 2004, 12:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> alright. here's some particle tweakage. looks far better if you ask me. thanks to mouse and friends giving suggestions/ideas on how to make it look better. i think i'm satisfied with the room now. perhapse i should make this a co map... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Oh, it's a hive room. Question : is that water or some sort of dangerous chemical/acid?
It looks like it might be hard for a gorge to place structures near it and/or heal it. It looks a bit too open for Jetpackers too.
<!--QuoteBegin--amckern+Jan 8 2004, 09:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Jan 8 2004, 09:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the roof needs work
amckern <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Man, you really need to get out and look at your own work, and read up the style of gameplay. Even if r_speeds permitted those quite lovely screenshots to create a complex roof, it would screw the gameplay. It is a highly detailed area, skulks need to somehow move quickly along that room, the smooth roof makes that highly possible and better from a skulks point of view.
thankyou for that well-worded bit of information Thursday.
speaking of gameplay, Mojo brings a good subject to the perverbial table. It does seem a bit JP friendly, i'm sure i could stick another light coming down from the ceiling or something. i could even go so far as to lower the water level and have the hive under the walkways. but placing structures near the hive is absolutely not a problem. the hive actually overlaps the walkway just a tiny bit. if you walk on the edge you'll hit the hive.
and the water is simply that. water. those big pipes in the water are meant to suck it up and send it through those purifiers to the surface. unfortunately, since the hive came in, things got a bit more mucked up than the purifiers could handle and they shut down automatically.
the reason for the steam was to make it seem as though the room was very hot and humid. perfect conditions for breeding Kharra <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> unfortunately, as a few of you have pointed out, it looks 'spotty'. i agree, it does. i did some more teaking with the PS and got it to look better, but it lags like none other, so either i need to take it out, find some way to make it not lag, or maybe try using that OGL-only fog thingy. i'd prefer finding a way to make it not lag, but i'm not sure if that will be possible. and i think it looks so much better with the steam.
Perhaps the fog could be reduced to a funky particle system or two emerging from some pipes. The water might have too much surface area to properly have a fog ps rising from it.
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
Who said you can't put the hive under the water Belg? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> And I personally prefer it without the PS
Comments
amckern
*joins him in crying
Great Work!
Have you tried make some stuff func_wall so that there's less faces being split? Also note that large areas of water contribute large amounts of wpolys, although there's not much you can do about that except rip the water out and maybe try a misty particle effect instead. Hmm, that's not a bad idea... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Also note that scaling the water texture up won't make a difference, the water faces are always split the same due to the way the waves and texture distortions work.
Lastly, some criticism: Lighting needs a little bit of work. That spotlight in the middle doesn't seem quite right to my eyes... maybe try smaller spotlights around the edges instead? I do think some more bright glowy lighting from underneath might look seriously "rad" too (pun intended, ha ha ha!) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
*pandemonium looting and confusion ensues*
for those with lower resolutions, get a better monitor or video card... haha no. i mean, here. linkage so IE will resize it for you. <a href='http://www.unknownworlds.com/forums/uploads/post-4-1073601931.jpg' target='_blank'>same image as below</a>
wpoly is attrocious in here. around 800+ i think, due to the curved walkway and the molding around it. i've nulled anything that can be nulled to reduce rspeeds already. the only way to get lower rspeeds now is to remove stuff. so boo. here it is. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
wow that really brings out the "sci-fi" look
amckern <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Oh God, SUYF already.
Belg baby: you know what I think of it... 'tis mighty sexy. You, me, Marcos, Mendasp, and a few others... all in a tub. N3kk1D.
amckern <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I don't believe you can actually see a roof in one of those pics.
about that lighting, i had already redone that maybe a half-hour after i posted the image (specifically, the red lights intensities were increased to 75, the central spot was changed to 45/30 instead of 30/30, and the spots intensity was changed from 150 to 100) . i also turned it into a hive room, so thre's now a hive in it, some of the walls have changed textures, and one of the pipes is broken. the ceiling texture was also changed, and some fans were added into the ceiling. i was also able to impliment a particle system tied to a brush (thanks mendasp for helping me out with that ^_^ ). and then i just did the r_speeds a few minutes ago.
enjoy
oh and zazi... <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
I would say that the particles should have checked the "Fade out" flag, that might make the area look much better (IMO). I don't know, it's a very high contrast with all that white particles <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Forgot to say: That is still awesome. heh
<img src='http://130.236.229.149/PonY/map/11.JPG' border='0' alt='user posted image'>
oh btw, it is really nice
Zazi: I second that motion!
Pony: Interesting. Lighting could stand a little contrast... try playing with gamma values and RAD parameters. Also, your corners so <i>totally</i> need bevels and supports and detail... give that a try, so your corners aren't so sharp and plain (not to mention textured differently on either side, which is a mapping no-no.)
Keep on mappin'!
Oh, it's a hive room. Question : is that water or some sort of dangerous chemical/acid?
It looks like it might be hard for a gorge to place structures near it and/or heal it. It looks a bit too open for Jetpackers too.
amckern <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Man, you really need to get out and look at your own work, and read up the style of gameplay. Even if r_speeds permitted those quite lovely screenshots to create a complex roof, it would screw the gameplay. It is a highly detailed area, skulks need to somehow move quickly along that room, the smooth roof makes that highly possible and better from a skulks point of view.
speaking of gameplay, Mojo brings a good subject to the perverbial table. It does seem a bit JP friendly, i'm sure i could stick another light coming down from the ceiling or something. i could even go so far as to lower the water level and have the hive under the walkways. but placing structures near the hive is absolutely not a problem. the hive actually overlaps the walkway just a tiny bit. if you walk on the edge you'll hit the hive.
and the water is simply that. water. those big pipes in the water are meant to suck it up and send it through those purifiers to the surface. unfortunately, since the hive came in, things got a bit more mucked up than the purifiers could handle and they shut down automatically.
the reason for the steam was to make it seem as though the room was very hot and humid. perfect conditions for breeding Kharra <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> unfortunately, as a few of you have pointed out, it looks 'spotty'. i agree, it does. i did some more teaking with the PS and got it to look better, but it lags like none other, so either i need to take it out, find some way to make it not lag, or maybe try using that OGL-only fog thingy. i'd prefer finding a way to make it not lag, but i'm not sure if that will be possible. and i think it looks so much better with the steam.
thanks for all the input everyone
And I personally prefer it without the PS