<!--QuoteBegin-amckern+Mar 7 2004, 07:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Mar 7 2004, 07:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> is that the same map that was posted about 7 months ago, the one based in the ruins? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> the very same, about half-way done now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Thanks for the comments on my pic (page 114), i really appreciate.
Now in order to participate to the thread;
Nazul; apart from some more lights (some colored texture lighting maybe?), that looks like a very cool room.
Belgarion: Wah (screen on page 115). Good use of wall_yellgrey06! Nice lighting too. *Little* thing; that door_yellgrey02 texture on the roof doesnt tile so well, <i>in my opinion</i>. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> And about the shots on this page, all i can say is "wow". Hmm, just that yellow texture on some roofs doesnt mix so well with the white&red lighting, but again its just my opinion/tastes. Nice map!
Mendasp: I like the mix of the turquoise/white/yellow lighting you have there (shots on page 115). It looks like sava is going to be a great map. Room really got improved on shots on page 116, good job.
Trojan: Nice crates in that "coolant processing" area. The light coming from the comp_lightblue texture is a bit too "0 0 255" for my taste, but this is a minor issue. Also, that "concept hall" is simply awesome, nice curves and all, hope you will not run into r_speeds problems in there.
Mouse: The area in that first screen is so scary i would avoid it when i play in there as a marine (so i dont soil anything, you know...) And that brushwork on the roof of the 4th shot.. wah, really nice. Gotta love that big elevator too.
uffo: Eheh the marines on the roof, poor guys.. I'm curious to see how a map based in the ruins of a temple will turn out, keep it up! Maybe mix the temple-like theme with some high tech corridors? Like the TSA was building an underground base and ... poof they found those ruins? Just an idea.
Great work everyone! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
Med-Sci sector
I'm sorry for the bad quality of images <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
this thing is sprawling with HL textures. most notably in the last pic. i.e the walls, the floor, and the file cabinets, and that chair is a prefab from HL as well.
it looks good, but i don't think it's right for NS.
:edit: only the last pic mind you. the others look fantastic.
Hmm, with the right usage of hl textures it can look nice, wich it does in this case <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I agree with thursday that the architechture does fit,BUT i really dont like hl textures,why use them when you have the ns textures....seriously there WAY better. But textures aside it is looking good,
Well this is nothing spectacular, its 80% finished, still got to tweak up the lighting, add a gamma ramp, and possible some tiny details to walls. I've gone for the "Old School" style, similar to Caged 1.0 and Nothing. The style seems to be lost somewhere between v1.0 and v3.0, so I thought I'd try and bring it back into the custom map scene. Comment and crits are wanted.
It's located in the Mess Hall of a spaceship, which has been hit by meteors ... and there is one of them, still sticking in the ships hull: <img src='http://mapping.leprau.de/maps/ns/ns13.jpg' border='0' alt='user posted image' />
that's cool man. using the wall_lab set is kinda...meh. lighting as well doesn't really make me think much of it. rather bland to be honest, but it's nice to see something a bit less intense. but certainly a good start, and a great idea with the meteor.
Well in fact, I have another shot from the same room, same lighting ... and I'll bet you won't say its taht bland at all:P
It is just hard to get the screen lightened as in the game ... in fact as I do not own a copy of Photoshop or such, I use Irfanview to adjust gamma and contrast, and I most likely don't use the right values
It was just the point of view ... <img src='http://mapping.leprau.de/maps/ns/ns14.jpg' border='0' alt='user posted image' />
here is some shots of my stargate rr <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> it works ( to tellapotying yet tho) its moves and locks in places =p
The Stargate! Now that'll be cool. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
A small sneeky Peek at the Marine spawn of my Combat map. Will be includeing the new STEAM Detailed Texture Tecnology (Almost a form of BUMP mapping I guess...?) that has been introduced by CS: Condition Zero! Their is a lot more of the map compleate but I wont give out shottys untill ive bee over those areas with lighting tweeks and New Texture detailing. Marine spawn is really the only enhanced section at the mo. Their are a few routs to compleate, Their is a short route that during gmeplay will not always be available, Itl be passable now and then to make for balanced gameplay as this map will be designed to handle upto 32 players! Thats if any NS3 server ever manages to handle 32 players cause of the CPU usage...
Comments
Mouseh... well, you know what i think of dante. ^_^
ok. more edibles. beta4 right now. if PT's don't complain about something incessantly i'm going to release it after a full rad compile.
-uffo- no. that is indeed a window, and that is a rock face with some antenae stickin out of it.
is that the same map that was posted about 7 months ago, the one based in the ruins?
amckern
the very same, about half-way done now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Now in order to participate to the thread;
Nazul; apart from some more lights (some colored texture lighting maybe?), that looks like a very cool room.
Belgarion: Wah (screen on page 115). Good use of wall_yellgrey06! Nice lighting too. *Little* thing; that door_yellgrey02 texture on the roof doesnt tile so well, <i>in my opinion</i>. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> And about the shots on this page, all i can say is "wow". Hmm, just that yellow texture on some roofs doesnt mix so well with the white&red lighting, but again its just my opinion/tastes. Nice map!
Mendasp: I like the mix of the turquoise/white/yellow lighting you have there (shots on page 115). It looks like sava is going to be a great map. Room really got improved on shots on page 116, good job.
Trojan: Nice crates in that "coolant processing" area. The light coming from the comp_lightblue texture is a bit too "0 0 255" for my taste, but this is a minor issue. Also, that "concept hall" is simply awesome, nice curves and all, hope you will not run into r_speeds problems in there.
Mouse: The area in that first screen is so scary i would avoid it when i play in there as a marine (so i dont soil anything, you know...) And that brushwork on the roof of the 4th shot.. wah, really nice. Gotta love that big elevator too.
uffo: Eheh the marines on the roof, poor guys.. I'm curious to see how a map based in the ruins of a temple will turn out, keep it up! Maybe mix the temple-like theme with some high tech corridors? Like the TSA was building an underground base and ... poof they found those ruins? Just an idea.
Great work everyone! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
/me hopes you like
<!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
wow <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
Marine Start
I'm sorry for the bad quality of images <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
it looks good, but i don't think it's right for NS.
:edit: only the last pic mind you. the others look fantastic.
moconnor
It's located in the Mess Hall of a spaceship, which has been hit by meteors ... and there is one of them, still sticking in the ships hull:
<img src='http://mapping.leprau.de/maps/ns/ns13.jpg' border='0' alt='user posted image' />
It is just hard to get the screen lightened as in the game ... in fact as I do not own a copy of Photoshop or such, I use Irfanview to adjust gamma and contrast, and I most likely don't use the right values
It was just the point of view ...
<img src='http://mapping.leprau.de/maps/ns/ns14.jpg' border='0' alt='user posted image' />
A small sneeky Peek at the Marine spawn of my Combat map.
Will be includeing the new STEAM Detailed Texture Tecnology (Almost a form of BUMP mapping I guess...?) that has been introduced by CS: Condition Zero!
Their is a lot more of the map compleate but I wont give out shottys untill ive bee over those areas with lighting tweeks and New Texture detailing.
Marine spawn is really the only enhanced section at the mo.
Their are a few routs to compleate, Their is a short route that during gmeplay will not always be available, Itl be passable now and then to make for balanced gameplay as this map will be designed to handle upto 32 players!
Thats if any NS3 server ever manages to handle 32 players cause of the CPU usage...
<img src='http://www.team-kb.co.uk/dev/co_station0000.jpg' border='0' alt='user posted image' />
<img src='http://www.team-kb.co.uk/dev/co_station0001.jpg' border='0' alt='user posted image' />