Ns_papillon Update

Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
edited November 2003 in Mapping Forum
<div class="IPBDescription">screenies inside, input wanted</div> I've been hard at work on my map "ns_papillon" and I think that some areas are now worthy of showing off at the forums. Sorry for the pictures looking washed out.

PLEASE tell me what you think of the lighting scheme, I personally love it, I think its scary and really sets a good atmosphere, especially with the new ambient sounds that came with 2.0

The first pic is an outdoor area, its raining and dark to set the mood. I'm currently looking for a good custome skybox, if anyone would offer their skills to create one it would be greatly appreciated.

**edit** the pictures are no longer AS washed out and are closer to the actual thing now.
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Comments

  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited September 2003
    This second pic is showing off the interior as you come inside. Theres a passage in the middle of the right hand side of the hallway, its hard to see from this angle.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited September 2003
    This last pic (theres more if you guys want them) is just around the corner.
  • doolittledoolittle Join Date: 2003-08-10 Member: 19384Members
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
    good looking map
    i really like the textures used and the rain is cool.
    i think the rooms are a little to small.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    can I get some feedback? I've been working rather hard on this and I hate to see it go by without comments other than my clan members.
  • BumpysbroBumpysbro Join Date: 2003-08-09 Member: 19301Members
    Looks really good man, nice job. And yes very nice textures used, they go just perfectly. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> later
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    I really would like to give you some feed back, but I just can't do that with only screenshots. Screenshots don't give me any information about lay out, ballance, r_speeds, and all that important stuff. All I can say is watch the framerates with that rain, and try not to make your outdoor areas to big (NS is made for indoor combat). Also, your hallways and rooms look fine. I don't think they are to small. If you made them any bigger they would become unballanced.

    I don't mean to come off as negative, I just want to give you more information then just "OMG TAHT R THE LeeT". I hope this helps.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited August 2003
    I've been working on a lightning effect lately and I think I've just about got it done. Anyway heres a some screens.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited August 2003
    As the lightning comes the area just lights up.

    **edit** GRR now its too dark, i probably have the formula wrong. Im running the map with 1.3 in the env gamma and 1.0 in batch compiler, if anyone could do the formula and tell me the proper value ill give u a cookie **edit**
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    so the light will flash like lightning, then?
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    yes it flashes like lightning
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    How do you plan on making sure skulks can't walk on the sky, and that lerks and JP's are too weird?
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    I'm going to do what ns_hera did, cuz I think having a lightning bolt hit you and push you back to the ground would be rather cheesy which was my first idea.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited August 2003
    This is the current overview of my map. Red dots are rts and the big yellow one is a hive. For those who want to know, r_speeds never go over 550.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    I think you might want to increase your env_gamma to aomething like 1.9 to brighten things up a bit while preserving the contrast. It looks very cool.

    Do you have a plan for the rest of the layout? Also, have you tested it from commander mode? those ceiling grates could be problematic.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Looks very nice. Atmospheric.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Make sure since you have 2 nodes close to the hive that you don't mistakingly add another one in close proximity.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    Thanks for pointing that out moultano, I just changed the roof grating to a func_illusionnary and put a clip brush through it, problem is skulks cant wall walk on clip brushes. Does anybody know a certain way I can get an invisible brush that wont stop building from falling but still lets skulks walk on them?
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    take your clip brushes and cover them with the null texture then make them func_seethroughs.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    Thats exactly what I did right before I read your post, thx for telling me anyway <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited September 2003
    Yay update <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    I've finally started adding the prison cells into my map, every prison needs prison cells <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Anyway heres some screenies.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited September 2003
    You are about to enter..... Death Row.....
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited September 2003
    And heres those prison cells I was babbeling about <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    I've redone this room to accomodate an elevator, as it only took 25 seconds to get to the hive room from the ms, now it takes 30 seconds. The original room is on the first page.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    Looking down the elevator, and into hell
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    I need to add more white lighting dont I?
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Nice lighting, especially the bluish tone. If you can afford the polies, go for individual brushes for the cell bars, or a mixture of brush and texture, because texture only doesn't look that impressive in contrast to the luscious surroundings.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    Did you say luscious? o_O
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin--Some tall guy+Aug 14 2003, 09:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Some tall guy @ Aug 14 2003, 09:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Did you say luscious? o_O <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Did I?

    "in contrast to the luscious surroundings"

    So I did <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    What can I say, I think the lighting combination you have there is saucy, so as long as you don't drop the proverbial soap and mess the rest of the map up (I'm rather good at analogies <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->) you're looking at a fine map.

    Good work so far <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    I'm going to post an updated overview in a few mins as well as some screens of the ms. once this compile is done.
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