Ns_roughneck

KingNicKingNic Join Date: 2002-10-25 Member: 1600Members
<div class="IPBDescription">Screens for comments/suggestions</div> I'm about 35-45% layout-completed for this map, to the standard in these screens. No back-story yet, just see if I have the patience and commitment to see it through to the end... This has taken about a week so far.

Comments/suggestions:

<img src='http://www.hammre.co.uk/screens/ns_roughneck1.jpg' border='0' alt='user posted image'>
<img src='http://www.hammre.co.uk/screens/ns_roughneck2.jpg' border='0' alt='user posted image'>
<img src='http://www.hammre.co.uk/screens/ns_roughneck3.jpg' border='0' alt='user posted image'>
<img src='http://www.hammre.co.uk/screens/ns_roughneck4.jpg' border='0' alt='user posted image'>

Comments

  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    starship troopers ripoff!!1 <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    looking excellent tho.

    except that powercablebox at 2nd pic, it just seems too clean with all that infestation around it
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    Looks pretty good, though I have a bit of trouble judging any map that uses Wall_Lab texture set. THey are overused imo. I really like the walkway and deck in that first shot, Marine Start right? 2nd and 3rd shot are nice. I dont really like those big circle lights in the last shot...maybe put a "cage' over em or something, or make em smaller? Dunno, but they are a bit much. Other than that, looks nice.
  • KingNicKingNic Join Date: 2002-10-25 Member: 1600Members
    The Wall_lab set isn't used throughout, you've seen pretty much ALL of the map which will use it. I'm trying to use "rougher" textures through the rest of the map as in the foreground of the 3rd pic. I wanted a "clean" feel for the marine spawn which is why I've used them there. If you can point me in the direction of a decent alternative texture set then i'll definately use it, believe me I don't like using it either but I had to for the "feel" i wanted.
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    the map looks nice, but im not too crazy for the name
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    <!--QuoteBegin--KingNic+Aug 30 2003, 06:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KingNic @ Aug 30 2003, 06:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The Wall_lab set isn't used throughout, you've seen pretty much ALL of the map which will use it. I'm trying to use "rougher" textures through the rest of the map as in the foreground of the 3rd pic. I wanted a "clean" feel for the marine spawn which is why I've used them there. If you can point me in the direction of a decent alternative texture set then i'll definately use it, believe me I don't like using it either but I had to for the "feel" i wanted. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    There a damn good set for the purpose you mention, thats exactly why they are used so much. Cant think of any better. I have a texture set I am developing, a clean texture set that gets dirtier in stages, 4 total including infested. So I can have the same set throught the entire map...but thats besides the point. I guess I should release it to see if its of any use to anyone....
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    I like all the pictures, but I cant agree with uffo. The box looks fine. If youre complaing about that, what about the lights? The pipes? They all should be infested if the box was.

    Looks great so far, although the first picture, I think, could use a nice shiny pipe running along the top of the walls. They look a little bland ATM. Maybe some cords, something, anything.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Sweet, although you have used the very popular wall_lab texture you have done it in a unique way; the last pic especially... it just looks... so lonely. (Which is good btw, a welcome variance from the "warm" feeling of other wall_lab maps)

    For the second pic, remember the have consistent infestation (this includes over the lights and on the middle of the wall). If it's possible put a glow over the red light.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Good architecture, but I would suggest boosting both your compile gamma values and your env_gamma values, in order to create contrast. Also, run it with only one bounce, if you haven't already.
  • KingNicKingNic Join Date: 2002-10-25 Member: 1600Members
    Parasite: I'll definately use yours if it's as high quality as the Wall_Lab series. I've used "popular" textures several times, not because they're popular & easy to use - because they were the only ones which had the "right" feel.

    #Ha.ze-: I'll add that in a few moments - i couldn't quite put my finger on why the walls looked bland, think you may well have it. Cheers.

    Windelkron: I'll make some infested versions of those textures in a few moments - I don't want to use the alpha textures because r's are getting high in that area and I'd prefer they were used to add a bit more detail.

    Legionnaired: I'm just running the map in half-life atm, adding NS entities later. I will adjust the contrast a lot with the env_gamma when I put the map into NS.
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    This looks damn good. Whatever anyone else says the wall_lab texture set (also known as "eclipse textures" and "YUO SI NUB DAIIIII!!!!!!") is very good and very effective when used well.
    Hope to see more of the map soon <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i like the brush work, its realy interesting, but you should do whal legion says. Create more contrast lighting.
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    mkay , the last pic is a bit boring ? more lightning please.. red? blue ? something <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> architecture is good so keep going at it ,but remember to get different lightning everywhere Broken lamps ?
  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    Overuse of Wall_Lab is a problem inherent with the NS wads... you either use wall_lab, or you go for an industrial look, and we already have more than enough industrial maps.

    Maps looking good for a start, show us more once you've found some different textures or built up more of the map.
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    If you're looking for good textures, try fam's v_wad and someone else's NS remix wad. Look at the shots of ns_senria, you won't see many industrial OR wall_lab textures around there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • KingNicKingNic Join Date: 2002-10-25 Member: 1600Members
    I just bought a new beast of a computer so there hasn't been much work done on NS_Roughneck over the past few days because I'm still getting everything up and running. I have managed to find alternate textures to the wall_lab series - hat's off to the guy who made v_wad. I've also tweaked some areas, most notably the corridoor running to the first alien hive. The hive was far too close to the maine spawn and I was having some trouble with r_speeds around the corridoor, so I extended it and changed the infestation. The corridoor has a huge conrast between infested and cleanish now, and the change is very subtle and shrouded in shadows. One other small sidenote that the map as it is used to take over 20 minutes to compile on my old computer, and now with a few areas added and many many more lights, it only takes about 5 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.

    <img src='http://www.hammre.co.uk/screens/ns_roughneck5.jpg' border='0' alt='user posted image'>
    The corridoor that I extended (See screen 2)

    <img src='http://www.hammre.co.uk/screens/ns_roughneck6.jpg' border='0' alt='user posted image'>
    Another improved area (see screen 4)

    <img src='http://www.hammre.co.uk/screens/ns_roughneck7.jpg' border='0' alt='user posted image'>
    Res node closest to the marine spawn (each hive/spawn has 1 node inside the room and another very close by). I'm toning the blue lighting down but having trouble getting it low, but not pitch black.

    <img src='http://www.hammre.co.uk/screens/ns_roughneck8.jpg' border='0' alt='user posted image'>
    Marine Spawn. Notice the command console is now raised off the main area. R-speeds are touching 550 from this angle.

    <img src='http://www.hammre.co.uk/screens/ns_roughneck9.jpg' border='0' alt='user posted image'>
    Another area which has been re-textured but I don't think I showed it before...

    As usual - comments/suggestions please.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    The fourth pic on this page: It looks like the skulks have no chance of getting up to a marine that stands in the middle of this elevated walkway on the right from in front of it, is that true? (Except it has a second hive and can leap up there.)
  • KingNicKingNic Join Date: 2002-10-25 Member: 1600Members
    edited September 2003
    I actually no-clipped up there to take the screenshot. Forgot to add a spectator portal in the ready room... For verification: There is no ledge where I was standing in the 4th pic.

    EDIT:: Just noticed he didnt mean that... The ledge to the right of the pic is where the skulks would come in. There's a ramp up to it at the bottom right edge of the pic. The door to the left is just there for decoration. The far-door and another door to the right of the pic(just outside the border of it) are where the aliens would come in. Both doors are fairly defendable from early rushes.
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