Ns_uberblue_beta8
StevenTheGreat
Join Date: 2003-04-13 Member: 15464Members
<div class="IPBDescription">well I was drunk one day and...</div> well not really...I decided to fix this map up a bit...because I was bored one day...I am a lot.
It really doesnt hurt your eyes anymore (as far as I know...the first one didn't hurt mine either)
it's also not as friendly to jetpacks as it once was...I completely redid the whole layout and for the few people that I asked to try it...it seemed to work fine...no crashes
<a href='http://downloadmymap.tripod.com/index.html' target='_blank'>http://downloadmymap.tripod.com/index.html</a>
go there...Ill get screens up eventually
I also forgot the stupid minimap...Ill get that in there sometime
It really doesnt hurt your eyes anymore (as far as I know...the first one didn't hurt mine either)
it's also not as friendly to jetpacks as it once was...I completely redid the whole layout and for the few people that I asked to try it...it seemed to work fine...no crashes
<a href='http://downloadmymap.tripod.com/index.html' target='_blank'>http://downloadmymap.tripod.com/index.html</a>
go there...Ill get screens up eventually
I also forgot the stupid minimap...Ill get that in there sometime
Comments
There's NS maps, and there's NS "fun" maps, and then there's "crap I produced because either I've never mapped before or I was under the influence of drugs at the time" maps.
StevenTheGreat, I want you to know that Ns_uberblue_beta8 is exemplary of this last category of maps. You masterfully brought together all the pieces needed to create a map that truly says "I was drunk at the time." From the blocky brushwork to the random textures to the garish lighting, absolutely nothing about this map looks anything like a space station. Congradulations. You have proven once again that Valve Hammer Editor should come with a breath-a-lizer attached to it.
(Actually, I'm kinda surprised that, you're right, there were no major technical errors. Apparently you weren't drunk enough to prevent VIS from working, although the map probably would have looked better fullbright than blue.)
Now I guess all the clans are going to download this map and stick it in their rotation. I never understood why clans are so fond of ugly maps with crappy gameplay, but they all have seige1-20 and castlewars, so they'll probably snap this one up like there's no tomorrow. <i>Final Rating: Pencil</i>
There's NS maps, and there's NS "fun" maps, and then there's "crap I produced because either I've never mapped before or I was under the influence of drugs at the time" maps.
StevenTheGreat, I want you to know that Ns_uberblue_beta8 is exemplary of this last category of maps. You masterfully brought together all the pieces needed to create a map that truly says "I was drunk at the time." From the blocky brushwork to the random textures to the garish lighting, absolutely nothing about this map looks anything like a space station. Congradulations. You have proven once again that Valve Hammer Editor should come with a breath-a-lizer attached to it.
(Actually, I'm kinda surprised that, you're right, there were no major technical errors. Apparently you weren't drunk enough to prevent VIS from working, although the map probably would have looked better fullbright than blue.)
Now I guess all the clans are going to download this map and stick it in their rotation. I never understood why clans are so fond of ugly maps with crappy gameplay, but they all have seige1-20 and castlewars, so they'll probably snap this one up like there's no tomorrow. <i>Final Rating: Pencil</i> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
amen.
Nice comment WarpZone. But you are not quite right about teh drugs. Look at some bands that made teh "elite" songs with da help of da drugs.
*Drugs are bad! Don't use them. They harm your organs. Be it the brain or others.*
And I like the concept of castlewars. It is cool idea and brings together medieval and future fiction. It is the concept that made Unreal such a good game. (Or maybe not)
It's not single-textured!! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
It uses sky as well...<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
The lack of textures and variation does nothing but disorientate the player, and to top it all off, you've not even got a minimap to naviage by (No, i won't build it myself, i seem to remember that being the mapper's job!) The arrows that are scattered fairly liberally do absolutely nothing to help a skulk trying to get <i>away</i> from the hive, and the teleport pads around one of the hives is an exceptionally poor idea, as soon as you teleport through you're left thinking "Ok, where the hell am i and how did i get here?". This is, again, because of the lack of ANY design or texturing work. All i can suggest for this is build the minimap (With sv_cheats set to "1", type buildminimap in the console), texture the walls, with different textures i hasten to add, and add even the SLIGHTEST amount of interesting architecture.
The lighting is bland, unimaginative and downright boring. Again, this adds to the overal repetativeness to the map and heightens even further the sense of being entirely lost that you get in this map. All i can suggest is drop the dreadful monotonous blue coloured lighting and actually spend time adding more interesting lighting.
The sounds you've used with the doors is not only different from door to door (While this may not sound bad, these are identical doors with identical textures, sizes, speeds and so on.) but you've used the most random sounds possible. Why would a huge metal door that slides, presumably using pneumatics, make a wooden creaking noise? I suggest you try to at least scrape a little continuity through the map by using common sounds for common doors.
I've not even attempted to find this on a server since i very much so doubt that noone will have this on rotation, but after a fairly extensive walk through of the map there seems to be nothing appealing in the slightest as to the gameplay. At least some "fun" maps spend time working out a certain strategy or gimmick for the map to be "fun" (Take ns_siege's idea, for instance.) but your map seemed to be devoid of that also. This indicates to me that this isn't even a "fun" map, but a standard ns map that is, quite frankly, hideous.
I might suggest in the future that instead of "utilising" (I don't want to say "wasting", oops, i just did.) your day to create a map such as this, you should take that day and learn how to map properly, learn how to create nice architecture and learn little tricks that you can do.
In conclusion, i don't really know what i expected from a 190kb download that was created in a day ...
<span style='font-size:8pt;line-height:100%'>EDIT: Spelling & grammar went up the creek.
EDIT 2: MORE mistakes, gah.</span>
As a matter of fact, that map utilises a total of 5 textures!! Almost hit the 4mb limit there.
[edit]
Yes, I know I can't spell.
you people make me laugh sometimes <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
As for my opinions on the map, I don't have anything else to say that hasn't been mentioned. Although the idea (of doing a color-themed fun map) could be salvaged I think a lot of the blue part should be moved from lighting to texturing. There's a few nice blue textures in ns.wad, maybe you should look into those.
The map is now very blue!
Wow!
It is so blue!
It is the best blue map ever!
Adjusting the model lighting based on the texture it's standing on probably woukd not be easy, if possible at all. And would generally make things look worse rather than better. Not to mention you'd probably have to do it in the engine code, not in the compile tools.
If you want to make players glow blue what you want is the env_elight in Spirit of HalfLife. I imagine a bunch of those scattered about the level would make the players glow quite blue.
a blue textured room would bring attention away from the players...I dont want that
Edit: which is why the walls and ceilings are black...so the players stand out more
I have zero control over model light levels separate from the map environment--they aren't stored in the BSP.
To make a blue player, the floor texture needs to be lit using blue light sources--the combined color of the precalcuated light hitting the floor determines model lighting; a white light source on a blue floor texture means fully colored players on blue surfaces. Change the light source to blue and the player changes, too. There is a bug that causes all models to turn bright monochromatic colors, but that's something that the engine is doing without explicit model lighting information--I haven't narrowed down how to duplicate that behavior. Either way, it's the mapper's responsibility to properly light the level for whatever effect they want to achieve.
again...its the FEEL of the map...not the look thats important
Edit: you poor people have to twist everthing into an argument dont you?
In all seriousness I probably could make a halfway decent map had I a greater attention span than a 4 year old...oh well
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<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
CU in other threads
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But who said its cool to be mentaly ill?
and why press Enter so many time and multi click the smileys and write "CU in other threads"?
Its not cool to act mentaly ill, mkay?
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probably me but not on the forums.
umm question. should i even bother considering...downloading this... blue....thing. Thanks.
[edit] am i the only one who finds fun maps horribly depressing examples of how intelligence and imagination seem to be diminishing from this silly little planet?
<!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> - flapping without hovaring!!!!!!!!11!one1