The floor texture doesn't really fit with the walls and the overall feel of the level. Same for the other high-tech stuff like the monitors, it's too Earth. The door is quite good, just make it stand out a bit less. Maybe get rid of the yellow-black arrows in the center. Love the pillar in the center.
Of course, this is cosmetic stuff that should only be worried about after the layout and the actual map is complete. This is great job and I really hope this map gets finished properly. Keep it up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
yap those monitors really don't feel to fit, but the reason is that I'm trying to create the feeling there have been humans/reseachers/such and they've build hastily supports and equipment to ease up moving around the ruins (and maybe reconstruct some of the machines).
but now it looks too clean for an abandoned temple, gotta get it more rude
<!--QuoteBegin--uffo+Aug 29 2003, 09:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uffo @ Aug 29 2003, 09:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yap those monitors really don't feel to fit, but the reason is that I'm trying to create the feeling there have been humans/reseachers/such and they've build hastily supports and equipment to ease up moving around the ruins (and maybe reconstruct some of the machines).
but now it looks too clean for an abandoned temple, gotta get it more rude <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Looks great, absolutely love the idea. Very unique but there are some places where the technology looks too well integratred, like the ancient civilization put it in themselves when they origionaly built the temple, as opposed to being carted in later by scientists.
My suggestions to keep the "hastily built for research" theme
-Keep all the scientific/tech equipment looking "mobile", like it's only there temporarily and can easily be hauled back out. -Lots of exposed wires running along the floor and walls in those built up areas. -Makeshift workstations with equipment set up on carts and mobile generators. -Nothing that looks to well integrated into the existing architecture (like those wall mounted moniters) -Make it look like small portions of the temple have been cut away for equipment (For example those wall mounted moniters could be on a console that sticks out of a hole in the wall) -Have small "escavations" scattered about. Maybe a few "artifacts" being stored/studied) -Wires and some type of "Idontknowwhat" running across the ceiling to explain how comandermode works. -Other than lights and the "Idontknowwhat" keep tech equipment sparsly scattered about the map Let there be many places where there is almost nothing hinting to the researchers presence. -No windows <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Looks Great tho Keep it up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I'll keep those in mah mind <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
and here's the last compile of the day. it's my sewer system which connects to tram and both are placed under the main map. prolly gonna fill them with nobuilds because they're strictly meant to be used as shortcuts, not to siege. gotta fix those fullbright cables.
pretty good saldo for one day <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> off to the bed ->
Yes, that last pic is on the way to be an ancient labyrinth walkway. But - and this is my honest opinion - the other pics look like an NS space station that accidently loaded temple.wad instead of ns.wad if you know what I mean <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> You can't build monitors into a wall of huge bricks like the ones on the ceiling. The ceiling would collapse. Changing texture is not enough. Try to get a feel for a temple. Imagine the people who lived there, or better were hiding in there. Some labyrints, broken walls, collapsed ceilings, fountains, moss, broken stairs and ladders that replace them for the scientists. That kind of stuff <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Well, don't mind it is your map, but as the only temple map it should have that *feeling* don't you think? The ready room for example looks perfect (except that ladder)!
Replace the door in the first picture with say, a kind of slap that is lopsided and is permanently open, try adding some bricks that have been strewn around the floor at random intervals.
If anything, cover up the computers a little with those bricks as well, but make it look like they have been partially dug out.
Also, try making one of the support beams look broken, but reinforced using "Modern" technology (support struts perhaps?).
Also, "Alatared" is a spelling mistake, I meant "Altared", which is a play on words between Altar and Altered...
Just as an idea for the hives, mix in hanging sheets of infestation along with natural vines. If at all possible, try finding some cobwebs for a more "Spooky" feel.
You'll probably need some form of alien tech in the end though to make it look like an alien temple in the end...
1. The monitors shouldn't be in the walls, if they were exacavating they wouldn't have replaced stone with their equipment, have it seperated and messy.
2. The ceiling is bland, temples usually have large ceilings (or they just out, and up to a skylight).
3. For passage ways, mix new technology with old. Have, say, a crumbled passageway, the archaeologists have built a metal walkway to pass the spot, like this (side view):
<!--QuoteBegin--NerdIII+Aug 29 2003, 08:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Aug 29 2003, 08:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the other pics look like an NS space station that accidently loaded temple.wad instead of ns.wad if you know what I mean <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> couldn't agree more. for first i thought it would be swell if marines start outside on the sand and comes to marine spawn through HUGE door and the room itself would have countless numbers of pillars & marine-build supports and the ceiling would be way up to the sky. But I know myself so the r_speeds would jump to the ~700, and i really like to keep spawn as few wpolys as possible.
but that precent marine start will be redone for sure until it's fairly acceptable and i can have my peace of mind
Parasite, Cronos and NerdIII all had excellent points.
The lighting should be dark and mysterious. Leave most of the map without ambience sounds, that makes it more spooky and ancient feeling. Maybe the marine start could have some sort of quiet humming noise, from the TSA/excavation team equipment. And like Parasite said, no windows. Some lightholes in the ceiling in some areas like in the RR, but no windows.
And make it look scruffy and <i>dusty</i>, mmkay. <i>Dusty</i>.
I used windows 'cos there's helluva lots of skybox dislikers out there. But now i can make that cliff i've always wanted instead of that window <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Please build this map according to guidelines, and write up a good bit of backstory(or at least an outline and then hand it off to one of our Fan Fiction writers) One of the coolest things about NS is an immersive universe with hundreds of years of history and great potential for expansion. (I honestly think NS rivals starwars in this aspect)
Perhaps there was an era of early exploration and colinization of other planets that resulted in "lost civilizations" cropping up when those explorers and colonists lost communication and became stranded for hundreds of years. Now these scientists have to go in and rediscover human history in a way.
Im actually working up an outline for a series of "pirate outposts". Something to the effect of a bankrupt corporation whos facilities were of no use to anyone else so were left abandoned, and later taken over by smugglers, hackers, fugitives and other outcasts and criminals.
Anyway, this isnt a hijak, my point is I dont see any reason this couldnt fit in to the NS theme, so long as it conforms to the guidelines I think it could be seriously considered for official inclusion. Its up to Flayra in the end, and the worst he could do is say "no" and youd have a popular custom map, wich I assume is your goal anyway. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--supernorn2000+Aug 23 2003, 09:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (supernorn2000 @ Aug 23 2003, 09:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> thats pretty dam good. Stick with it. you make the plot sound like a stargate episode <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> If ns would have correct entitys i could make stargate map with transportation rings.. *sigh*
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Im actually working up an outline for a series of "pirate outposts"<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Temeple design looking great, although I agree with Parasite's points about the marine start. If you wanted to keep the temple feel you could always make the doors massive slabs of stone that slide up and down "mysteriously" at the touch of a runic switch. For elevators try a huge slab of stone with small rockets built into the base. It's a combination of tech and temple that is also far in advance of what humans would use, so it might fit the theme well.
<!--QuoteBegin--Parasite+Aug 30 2003, 11:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Parasite @ Aug 30 2003, 11:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Please build this map according to guidelines, and write up a good bit of backstory <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> the plot is done already and will be revealed when the map is ready <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I really like it but in some areas it can get a little "messy" with the textures. Fun that you use Blezzzers textures <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
here's shot of room which have remain untouched, showing the full glory of what it have once been.
maybe I should stop sending pics of every room i make or you'll get too familiar with it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Looking good <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> Keep up the good work, This map may yet prove those people who said a temple map wouldn't work wrong <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Perhaps you should try getting the layout and such done first, then worry about touch ups and such later on, since then you know what you can work with...
By the way, are you using the null texture approach? I've heard it lowers r_speeds and may help somewhat...
Are you referring to the "method" where you texture every brush as NULL and then only texture the inside of your map? Because although the NULL texture is useful, that method is primarily a misconception. The compiler removes MOST the map's outside and unseen faces automatically. There are ways to reduce r_speeds using NULL, but the method I've been hearing about isn't correct, although it may reduce r_speeds by "fluke."
I've found two ways to use NULLs to significantly decrease wpolys and r_speeds. One is on the backside of brushes that are in the map but you never see that side or can't get behind the brush (say, on the back of a round pipe placed a few units away from a wall.) This will only be effective if there is a spot where VIS thinks it <i>can</i> see this side (say, around a corner or bend.) NULL can also be placed on very small or barely visible faces that are present on detailed brushes.
The other is on solid brush entities, on the sides that are flush with or inside the walls (these sides are still visible a lot of the time, because brush entities don't integrate into the level geometry or get culled.) This can really help if you use a lot of func_walls or somesuch to prevent funny shapes from breaking up your faces too much.
Hopefully this will dispel any rumours. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
screens look great , don't they need more lights? yellow one cuz i think its to dark for a dessert .. its in a desert right ? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> I would like to see this map very bright .. but thats just me i think :)mayb an idea from me for you to place a computer ( laptop ) on a "something" and the heroglyphs come by 1 by 1 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> and a powerwire coming from the laptop to a generator or somein like that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
but it rulez , gj on making a map like this , gives people many ideas u know <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
heh, pushed my school works away 'cos i had to make new room <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> gotta fix those screens far left tho, it's too BRIGHT
Comments
Of course, this is cosmetic stuff that should only be worried about after the layout and the actual map is complete. This is great job and I really hope this map gets finished properly. Keep it up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
there have been humans/reseachers/such and they've build hastily supports and equipment
to ease up moving around the ruins (and maybe reconstruct some of the machines).
but now it looks too clean for an abandoned temple, gotta get it more rude
there have been humans/reseachers/such and they've build hastily supports and equipment
to ease up moving around the ruins (and maybe reconstruct some of the machines).
but now it looks too clean for an abandoned temple, gotta get it more rude <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Looks great, absolutely love the idea. Very unique but there are some places where the technology looks too well integratred, like the ancient civilization put it in themselves when they origionaly built the temple, as opposed to being carted in later by scientists.
My suggestions to keep the "hastily built for research" theme
-Keep all the scientific/tech equipment looking "mobile", like it's only there temporarily and can easily be hauled back out.
-Lots of exposed wires running along the floor and walls in those built up areas.
-Makeshift workstations with equipment set up on carts and mobile generators.
-Nothing that looks to well integrated into the existing architecture (like those wall mounted moniters)
-Make it look like small portions of the temple have been cut away for equipment
(For example those wall mounted moniters could be on a console that sticks out of a hole in the wall)
-Have small "escavations" scattered about. Maybe a few "artifacts" being stored/studied)
-Wires and some type of "Idontknowwhat" running across the ceiling to explain how comandermode works.
-Other than lights and the "Idontknowwhat" keep tech equipment sparsly scattered about the map
Let there be many places where there is almost nothing hinting to the researchers presence.
-No windows <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Looks Great tho
Keep it up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
under the main map. prolly gonna fill them with nobuilds because they're strictly meant to be used as
shortcuts, not to siege.
gotta fix those fullbright cables.
off to the bed ->
You can't build monitors into a wall of huge bricks like the ones on the ceiling. The ceiling would collapse. Changing texture is not enough. Try to get a feel for a temple. Imagine the people who lived there, or better were hiding in there. Some labyrints, broken walls, collapsed ceilings, fountains, moss, broken stairs and ladders that replace them for the scientists. That kind of stuff <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Well, don't mind it is your map, but as the only temple map it should have that *feeling* don't you think? The ready room for example looks perfect (except that ladder)!
Replace the door in the first picture with say, a kind of slap that is lopsided and is permanently open, try adding some bricks that have been strewn around the floor at random intervals.
If anything, cover up the computers a little with those bricks as well, but make it look like they have been partially dug out.
Also, try making one of the support beams look broken, but reinforced using "Modern" technology (support struts perhaps?).
Also, "Alatared" is a spelling mistake, I meant "Altared", which is a play on words between Altar and Altered...
Just as an idea for the hives, mix in hanging sheets of infestation along with natural vines. If at all possible, try finding some cobwebs for a more "Spooky" feel.
You'll probably need some form of alien tech in the end though to make it look like an alien temple in the end...
1. The monitors shouldn't be in the walls, if they were exacavating they wouldn't have replaced stone with their equipment, have it seperated and messy.
2. The ceiling is bland, temples usually have large ceilings (or they just out, and up to a skylight).
3. For passage ways, mix new technology with old. Have, say, a crumbled passageway, the archaeologists have built a metal walkway to pass the spot, like this (side view):
~ DarkATi
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
couldn't agree more. for first i thought it would be swell if marines start outside on the sand and comes to
marine spawn through HUGE door and the room itself would have countless numbers of pillars &
marine-build supports and the ceiling would be way up to the sky.
But I know myself so the r_speeds would jump to the ~700, and i really like to keep spawn as few
wpolys as possible.
but that precent marine start will be redone for sure until it's fairly acceptable and i can have my peace of mind
--Jane
The lighting should be dark and mysterious. Leave most of the map without ambience sounds, that makes it more spooky and ancient feeling. Maybe the marine start could have some sort of quiet humming noise, from the TSA/excavation team equipment. And like Parasite said, no windows. Some lightholes in the ceiling in some areas like in the RR, but no windows.
And make it look scruffy and <i>dusty</i>, mmkay. <i>Dusty</i>.
But now i can make that cliff i've always wanted instead of that window <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Perhaps there was an era of early exploration and colinization of other planets that resulted in "lost civilizations" cropping up when those explorers and colonists lost communication and became stranded for hundreds of years. Now these scientists have to go in and rediscover human history in a way.
Im actually working up an outline for a series of "pirate outposts". Something to the effect of a bankrupt corporation whos facilities were of no use to anyone else so were left abandoned, and later taken over by smugglers, hackers, fugitives and other outcasts and criminals.
Anyway, this isnt a hijak, my point is I dont see any reason this couldnt fit in to the NS theme, so long as it conforms to the guidelines I think it could be seriously considered for official inclusion. Its up to Flayra in the end, and the worst he could do is say "no" and youd have a popular custom map, wich I assume is your goal anyway. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
you make the plot sound like a stargate episode <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
If ns would have correct entitys i could make stargate map with transportation rings.. *sigh*
Arr! Yon skulk shall walk the plank!
Couldn't resist <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Temeple design looking great, although I agree with Parasite's points about the marine start. If you wanted to keep the temple feel you could always make the doors massive slabs of stone that slide up and down "mysteriously" at the touch of a runic switch. For elevators try a huge slab of stone with small rockets built into the base. It's a combination of tech and temple that is also far in advance of what humans would use, so it might fit the theme well.
the plot is done already and will be revealed when the map is ready <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
and yes i'm planning to follow guidelines
Fun that you use Blezzzers textures <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
LD powa! <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
maybe I should stop sending pics of every room i make or you'll get too familiar with it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Keep up the good work, This map may yet prove those people who said a temple map wouldn't work wrong <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
can i please be on the testing team???
amckern
Perhaps you should try getting the layout and such done first, then worry about touch ups and such later on, since then you know what you can work with...
By the way, are you using the null texture approach? I've heard it lowers r_speeds and may help somewhat...
I've found two ways to use NULLs to significantly decrease wpolys and r_speeds. One is on the backside of brushes that are in the map but you never see that side or can't get behind the brush (say, on the back of a round pipe placed a few units away from a wall.) This will only be effective if there is a spot where VIS thinks it <i>can</i> see this side (say, around a corner or bend.) NULL can also be placed on very small or barely visible faces that are present on detailed brushes.
The other is on solid brush entities, on the sides that are flush with or inside the walls (these sides are still visible a lot of the time, because brush entities don't integrate into the level geometry or get culled.) This can really help if you use a lot of func_walls or somesuch to prevent funny shapes from breaking up your faces too much.
Hopefully this will dispel any rumours. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
but it rulez , gj on making a map like this , gives people many ideas u know <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
gotta fix those screens far left tho, it's too BRIGHT
sorry