<!--QuoteBegin-Insane+May 30 2004, 01:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insane @ May 30 2004, 01:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Thursday-+May 29 2004, 04:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ May 29 2004, 04:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I just knew I'd get a flame for voicing my opinion. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Actually I think it's the <i>way</i> that you voiced your opinion. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yeah, I second that.
<!--QuoteBegin-Tequila+May 30 2004, 11:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ May 30 2004, 11:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Insane+May 30 2004, 01:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insane @ May 30 2004, 01:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Thursday-+May 29 2004, 04:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ May 29 2004, 04:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I just knew I'd get a flame for voicing my opinion. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Actually I think it's the <i>way</i> that you voiced your opinion. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yeah, I second that. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I err... third that? Second that also? Yeah that will do.
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
Thanks. I didn't really have time to work on it during the school year. Way too much work, but now that I'm back home all I'm doing is mapping. Hopefully I will have it playable in a few weeks.
Ok, this is my first post so I'll prolly **** up somewhere, but I thought I'd post a few screens of my new combat map co_scorpion. take a lookie and see what u think. Any feedback is appreciated.
err sorry about the odd sizing of the last shots. I'm not too hot on posting stuff on msg boards <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
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
edited June 2004
This is my first draft of the marine start for ns_shiva. I'm not entirely happy with it yet. Please be critical. <img src='http://www.andrew.cmu.edu/user/rmoulton/map/mstart.jpg' border='0' alt='user posted image' />
In other news, I got the double node weldable in that other shot to work acceptably, so I don't have to tear up the whole thing and do it over <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. It is still possible to place the node before it is welded open, but it just dies a second later, crushed by a constantly opening and closing see through door. Its a hack, but it will work for the time being.
Woa! If someone tells me that's ugly i'll hit them myself. it's not without a few minor flaws, but certainly a beautifully designed room.
:edit: ok. criticism. the walkways don't feel quite right. mainly because they're off-center. on the side closest to the wall the walkway texture stops at the front of the control panel. the center side stops mid-way through the control panels. doesn't seem logical. also, the texture at the very end of the hall doesn't seem quite fitting. lastly, that yellow texture light doesn't seem very natural or logical. it's just kind of... there. make it look more like a fixture.
1) r-speeds. Your wpoly are too high for a marine start, at least there are in my opinion. <i>Average</i> wpolies are supposed to be ~500, and I would consider the marine start to be a place where you want to stick to that.
2) computer monitors. One instance of the shiva station logo would be nice. Using it for each screen just looks wierd. You could refit it to be a "the system is down" message, which would make more sense, but as it is things aren't too great.
3) Field of view. From the point of view of the screenshot it looks rediculously easy for skulks to play hide and seek to distract marines. That said it also seems like a shooting gallery to take down skulks that are trying to move in and rush. Maybe it would play out even, but I think in the end it wouldn't work well for either side.
4) Texturing. Your textures just look odd. The floors and "guardrails" around that pipe just look odd. Textures seem to break with no realistic explanation. Gratings and other things just end and leave an ugly seam.
5) Light panels. I am a fan of the lights you're using, but it seems like you have too many in there. A few are nice, but it feels overdone in this shot. Also the yellow lights look a little out of place. I like the yellow light being added to the shot, but the light panels themselves look odd.
After looking at it, there really isn't a whole lot I like about this shot. There is promise here, and it might be better in game than this screenshot portrays, but this is nowhere near your best. Sorry to be so brutal about this, but it's what I think on it.
All that said, those cables look cool. Maybe you should connect them to some kind of power-grid-looking-thing (like comp_bluestrip from ns2.wad) instead of a pipe. Makes more sense to me. Also like the lighting overall, even if I disagree with the sources. If you do drop some of those light panels maybe you could add "portable" lights that the marines brought with them to help themselves out.
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
edited June 2004
Thanks for the feedback. I'll post a new compile in the morning.
By the time this map is released I will probably have more monitor textures to use. This is the first one I've made so its on all the monitors at the moment <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. My thinking was that this would be the default login splash screen for the facility. I was thinking about putting a few of them in the logged in state on some screen, but that will have to wait til I finalize the logo, and make the textures. I wasn't sure how all of the consecutive logos would look, and I've stared at it so much that I'm a bit blind to them, so I'm glad you mentioned that they bugged you. I may remake the texture with a smaller logo and more assorted computer gibberish.
That is a good point about skulk hide and seek. I'll make the inner computers narrower so that the present less of a profile looking down the hallway. There are two other entrances to the spawn at the end of the row of terminals, so I think its pretty assailable.
I've fixed most of the texturing issues you guys mentioned, thanks for pointing them out. As I've gotten further into making this I've started not to notice misalignment as much.
I've been working on making that yellow light texture look a bit better, but it seems like every detail or trim I add just ends up getting washed out because the light they are emitting is so intense. This is what the texture looks like when its not emitting yellow light at a brightness of 8000. <img src='http://www.andrew.cmu.edu/~rmoulton/yellowblock.jpg' border='0' alt='user posted image' /> I'll keep working on it.
This feedback was very helpful. Keep it coming. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Edit: one more thing, If you are looking at a screenshot of one of my maps, rest assured that it does not look better in game. If there's one thing I'm good at, its taking screenshots. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> People are probably going to be disappointed with how it ends up looking when they play it.
The r_speeds are fine, amigo. The main sticking point for me is how cramped it looks, and the monitor texture. Perhaps create less of a bottleneck with wider or raised areas, and I think additive textures to create a see-through logo, or perhaps a nice animating one would be great.
That picture... is beautiful. I want to have sex with that map, right now. Yes, right now! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Don't bother making the texture yellow if it emits yellow light. RAD will colour the surface with whatever colour it emits, so if you leave the texture as flat black and white it might turn out looking a bit better and less washed out in-game.
<!--QuoteBegin-Belgarion+Jun 2 2004, 11:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Belgarion @ Jun 2 2004, 11:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> what... yama posted. yama doesn't post. he sits in his room and makes maps for himself. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Is that what kids call masturbating these days?
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
<img src='http://www.andrew.cmu.edu/~rmoulton/mstart2.jpg' border='0' alt='user posted image' /> I'm still not entirely happy with it, but I think its better than the last version, much more antiseptic which was the feel I was going for.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited June 2004
yeh its a nice looking style you got there, only thing I find out of place are the cables since they aren't plugged into something, just attached to a pipe...
mob, the login screen looks over used, consider making some of the screens off, or make some into easter eggs, such as the player uses the computer, and they get a blue screen of death <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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
edited June 2004
<!--QuoteBegin-Ha.ze+Jun 2 2004, 07:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ha.ze @ Jun 2 2004, 07:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Can you make it so I'm logged onto one of the computers... please? lol <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I'll see what I can do. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
That looks really good pepe. very sleek. The danger sign sticks out pretty sharply, as a danger sign should to be effective, but you might think about making it emit more red light.
Pepe, the map's looking great! The steam is done well imo and looks at a good density and not too thick. Only thing i'd try to change is maybe to find a texture for that steam shutoff valve. either find a nice fitting texture that's a little more detailed or perhaps make a blue bg texture for it instead of building it from brushes. It's only a very small thing and doesn't detract from the look really.
Moultano, your latest version of shiva is 10 times better looking now that you've sorted the floor texturing out. I don't really think u need to add anymore detail like things for the cables to plug into on the pipe above or anything as mentioned because you'll end up getting down to minute details and I feel you've put across the overall atmosphere of the room fine as it is.
great stuff guys! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<!--QuoteBegin-moultano+Jun 2 2004, 07:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 2 2004, 07:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Ha.ze+Jun 2 2004, 07:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ha.ze @ Jun 2 2004, 07:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Can you make it so I'm logged onto one of the computers... please? lol <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I'll see what I can do. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
That looks really good pepe. very sleek. The danger sign sticks out pretty sharply, as a danger sign should to be effective, but you might think about making it emit more red light. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Awsome... <!--emo&:D--><img src='http://www.natural-selection.org/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--emo&:D--><img src='http://www.natural-selection.org/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Comments
Actually I think it's the <i>way</i> that you voiced your opinion. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yeah, I second that.
Actually I think it's the <i>way</i> that you voiced your opinion. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yeah, I second that. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I err... third that? Second that also? Yeah that will do.
amckern
<img src='http://www.planetquake.com/cardo/screens/scorp1.jpg' border='0' alt='user posted image' />
<img src='http://www.planetquake.com/cardo/screens/scorp2.jpg' border='0' alt='user posted image' />
<img src='http://www.planetquake.com/cardo/screens/scorp3.jpg' border='0' alt='user posted image' />
<img src='http://www.planetquake.com/cardo/screens/scorp4.jpg' border='0' alt='user posted image' />
<img src='http://shdwstal.temporal-sands.com/co_ares_build20009.jpg' border='0' alt='user posted image' />
<img src='http://shdwstal.temporal-sands.com/co_ares_build20010.jpg' border='0' alt='user posted image' />
<img src='http://www.andrew.cmu.edu/user/rmoulton/map/mstart.jpg' border='0' alt='user posted image' />
In other news, I got the double node weldable in that other shot to work acceptably, so I don't have to tear up the whole thing and do it over <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. It is still possible to place the node before it is welded open, but it just dies a second later, crushed by a constantly opening and closing see through door. Its a hack, but it will work for the time being.
:edit: ok. criticism. the walkways don't feel quite right. mainly because they're off-center. on the side closest to the wall the walkway texture stops at the front of the control panel. the center side stops mid-way through the control panels. doesn't seem logical. also, the texture at the very end of the hall doesn't seem quite fitting. lastly, that yellow texture light doesn't seem very natural or logical. it's just kind of... there. make it look more like a fixture.
1) r-speeds. Your wpoly are too high for a marine start, at least there are in my opinion. <i>Average</i> wpolies are supposed to be ~500, and I would consider the marine start to be a place where you want to stick to that.
2) computer monitors. One instance of the shiva station logo would be nice. Using it for each screen just looks wierd. You could refit it to be a "the system is down" message, which would make more sense, but as it is things aren't too great.
3) Field of view. From the point of view of the screenshot it looks rediculously easy for skulks to play hide and seek to distract marines. That said it also seems like a shooting gallery to take down skulks that are trying to move in and rush. Maybe it would play out even, but I think in the end it wouldn't work well for either side.
4) Texturing. Your textures just look odd. The floors and "guardrails" around that pipe just look odd. Textures seem to break with no realistic explanation. Gratings and other things just end and leave an ugly seam.
5) Light panels. I am a fan of the lights you're using, but it seems like you have too many in there. A few are nice, but it feels overdone in this shot. Also the yellow lights look a little out of place. I like the yellow light being added to the shot, but the light panels themselves look odd.
After looking at it, there really isn't a whole lot I like about this shot. There is promise here, and it might be better in game than this screenshot portrays, but this is nowhere near your best. Sorry to be so brutal about this, but it's what I think on it.
All that said, those cables look cool. Maybe you should connect them to some kind of power-grid-looking-thing (like comp_bluestrip from ns2.wad) instead of a pipe. Makes more sense to me. Also like the lighting overall, even if I disagree with the sources. If you do drop some of those light panels maybe you could add "portable" lights that the marines brought with them to help themselves out.
By the time this map is released I will probably have more monitor textures to use. This is the first one I've made so its on all the monitors at the moment <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. My thinking was that this would be the default login splash screen for the facility. I was thinking about putting a few of them in the logged in state on some screen, but that will have to wait til I finalize the logo, and make the textures. I wasn't sure how all of the consecutive logos would look, and I've stared at it so much that I'm a bit blind to them, so I'm glad you mentioned that they bugged you. I may remake the texture with a smaller logo and more assorted computer gibberish.
That is a good point about skulk hide and seek. I'll make the inner computers narrower so that the present less of a profile looking down the hallway. There are two other entrances to the spawn at the end of the row of terminals, so I think its pretty assailable.
I've fixed most of the texturing issues you guys mentioned, thanks for pointing them out. As I've gotten further into making this I've started not to notice misalignment as much.
I've been working on making that yellow light texture look a bit better, but it seems like every detail or trim I add just ends up getting washed out because the light they are emitting is so intense. This is what the texture looks like when its not emitting yellow light at a brightness of 8000.
<img src='http://www.andrew.cmu.edu/~rmoulton/yellowblock.jpg' border='0' alt='user posted image' />
I'll keep working on it.
This feedback was very helpful. Keep it coming. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Edit: one more thing, If you are looking at a screenshot of one of my maps, rest assured that it does not look better in game. If there's one thing I'm good at, its taking screenshots. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> People are probably going to be disappointed with how it ends up looking when they play it.
Don't bother making the texture yellow if it emits yellow light. RAD will colour the surface with whatever colour it emits, so if you leave the texture as flat black and white it might turn out looking a bit better and less washed out in-game.
Is that what kids call masturbating these days?
<a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/31.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_31.jpg' border='0' alt='user posted image' /></a>
I'm still not entirely happy with it, but I think its better than the last version, much more antiseptic which was the feel I was going for.
mob, the login screen looks over used, consider making some of the screens off, or make some into easter eggs, such as the player uses the computer, and they get a blue screen of death <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
amckern
I'll see what I can do. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
That looks really good pepe. very sleek. The danger sign sticks out pretty sharply, as a danger sign should to be effective, but you might think about making it emit more red light.
Moultano, your latest version of shiva is 10 times better looking now that you've sorted the floor texturing out. I don't really think u need to add anymore detail like things for the cables to plug into on the pipe above or anything as mentioned because you'll end up getting down to minute details and I feel you've put across the overall atmosphere of the room fine as it is.
great stuff guys! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I'll see what I can do. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
That looks really good pepe. very sleek. The danger sign sticks out pretty sharply, as a danger sign should to be effective, but you might think about making it emit more red light. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Awsome... <!--emo&:D--><img src='http://www.natural-selection.org/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--emo&:D--><img src='http://www.natural-selection.org/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<img src='http://ftpbtf.free.fr/pics/co_fugit0002.gif' border='0' alt='user posted image' />
<img src='http://ftpbtf.free.fr/pics/co_fugit0006.gif' border='0' alt='user posted image' />
<img src='http://ftpbtf.free.fr/pics/co_fugit0007.gif' border='0' alt='user posted image' />
<img src='http://ftpbtf.free.fr/pics/co_fugit0008.gif' border='0' alt='user posted image' />
<img src='http://ftpbtf.free.fr/pics/co_fugit0010.gif' border='0' alt='user posted image' />
<img src='http://ftpbtf.free.fr/pics/co_fugit0011.gif' border='0' alt='user posted image' />
Enjoy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
feedback here please : <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=72522&st=0#entry1098352' target='_blank'>Here</a>