Wewt. Not a whole lot of progress lately - I've been simply too damn busy.
Here's my current work-in-progress. It's the dark area just beyond the marine spawn that one can see in previous screens. It houses the resource node that is nearest to the marine spawn. It isn't finished by any means - I'm still looking for some way to make it a bit more flavorful and interesting. Suggestions are of course welcome (not to mention needed) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
All I have to say is wow. If you ever need hosting ill give you my fooking login and password just email me ill give you access: Delta_Snipe@autominer.org
Unfortunately, I'm nowhere near done at the moment <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
If you're still interested after a good amount of time (when I finally finish this map), then I'd be happy to let you host my map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Thanks very much for the offer <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Here's two updated screens of that same area. I added a few boxes, a cargo loft, some wall details, and some retexturing. I think this area's all but finished now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Those monitors are very sexy.. is each screen individually.. uh.. damn, its been so long since I've done any mapping I forget the term.. you know, when you put an illusionary texture over the actual light-generating texture to avoid the fullbright problem.. yeah, that. Anyway, I love how the screens are bright but the screen borders on the same textures are not bright... very hot. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I've been crazy-busy lately, but I've managed to get some new stuff out (with much help from the ns2.wad <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->)
I've mostly been polishing the marine spawn are up lately, and the areas right around it. Also, I've begun to flesh out the rest of the map...sorta.
More screens will hopefully be coming later today of actual original material <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Still absolutely fantastic palsie! You'd better get that finished in time for next deadline.... whenever that is. You've got lots of time. Use it well. ^_^
Well...uhh...I almost got inspired to do a lot today. However, I was only able to get these done. behold - "the crappy looking cliffs" version 2.0:
Are they acceptable-looking now? Please give me any crits you have. And I promise: I'll do something original one of these days. Oooooone of these days <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Ok, no offense here, but the look like a road stood on it's side. Cliffs, even relatively even cliffs, still have some variation too them. This looks like one big brush with a cliff texture. Try pulling out some corners in there. Make an overhang or have the cliffs slope up from the lower level at varying angles. As it is you appear to have one angle the whole way. Make it so that there's some depth to the scene when you look head on at the side of the cliff.
It may help to stop taking pictures of it at an angle, at least for personal reference. Take a few full shots of the cliff face and see how impressive they look. I tend to do this a lot lately. I'll put noclip on and zoom around taking pictures of everything that looks like crap, then go work on that next time I load up an editor. So far i've witnessed improvement.
Meh - crits taken and appreciated <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I was trying for more of a glacier look, rather than a rock face (I realize that the texture belies this, but it was the very best that I could find at the moment). A quick google supplied me with some pictures that partially illustrate what I'm trying to say:
And on top of that I'm not very great at vertex manipulation - I end up getting crazy amounts of invalid solid structures and terrible-looking lighting, not to mention incredibly high r_speeds. Could you possibly give me some tips on how to get the look of those pictures?
fix the corner it looks wierd, and curve the corner, and then you should be ok
oh, and if you dont know how to use hint brushes
go to <a href='http://countermap.counter-strike.net' target='_blank'> countermap </a> and check in their tutorials section, its really helped me lower my r_speeds
I've tried hint brushes in this map - unfortunately, this area is placed in a terrible spot in the map for that (it happens to be right near that long green hallway that I've been showcasing). Essentially, if you're standing in just such a position where you can see both outside <b>and</b> down the hall, the r_speeds are insane. Of course, I haven't tried compiling with <i>-full</i> vis recently....
I'll do my best to fix the corner. However, that s an incredibly strange shape to create, and more often than not becomes an invalid structure. I'll work on it and post more screens.
Looking nice, but maybe we can see a layout of marine start?? The resnode needs to be easy to defend, since if they take a bit of time to reach (say 5~10 seconds) then it can poss a problem in the gameplay.
And I have no clue on how to fix the cliffs....right now they look....ewww-ish, but hopefully once you find some tutorials that teach how to create complex brushes then I think you migh be able to fix it....I tried it before and ended with HORRID results <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I just might have to take you up on that offer, Forlorn <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I consider myself especially bad at vents and layouts in general.
I'll get you a layout soon. And I'll try to fix the cliffs. I swear <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> I just have to find a way that won't brutalize me with r_speeds.....
*edit* the resnode is practically in the spawn - check <a href='http://www.unknownworlds.com/forums/uploads/post-4-1062981371.jpg' target='_blank'>this picture</a> out to see what I mean. The marine spawn is the flattish part in the background.
I'll work on those accursed cliffs and hopefully get soe more screens up soon <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Thank you all for the comments.
Here we are. I've reworked the cliffs a bit: I've made them more intresting and complex (not to mention pleasing on the eyes)
Oh yes. Kindly ignore the terrible misuse of the vertex tool and null texture (the black line breaking the cliff up). It has been fixed since <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Please tell em if this new build is a step in the right direction (<i>keep in mind that these cliffs and the entire exterior in general are only to be viewed from a distance: not played upon. There is no way to get to the part of the map where these screens were taken from):</i>
*Attachment Baleeted. No use taking up precious forum space with obsolete screens <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->*
Allright. Here's a minor update. Lately, I've been working on very minor fixes (texture alignments, brushes, lighting etc). The only real building that I've done is this last (and final - they are not a focal point of the mapo anyways. Keeping them as simple as possible while as cool-looking is what I'm doing) build of the cliffs. I've finally decreased the light_env brightness, and removed the ground (replacing it with the "black" texture and making the walls taller, so as to look like there is a gorge or chasm instead of a nice snowy ground). Note that the gamma has ben ramped up to make the details stand out in the screen - the shadows blend much more nicely ingame <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->)
I plan on working for much of today so I might have something to show by tonight <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Map looks nice and relatively dark, perfect to get some good Skulking on. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Mmm..maybe I should stop obsessing on the cliffs <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> THey are only actually visible through a single window in the map.
What can I say? I'm a little neurotic. Right at the moment I'm working on a control room-sort of thing. I just need to fiund a suitable chair model <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Does anybody have any suggestions?
Comments
Here's my current work-in-progress. It's the dark area just beyond the marine spawn that one can see in previous screens. It houses the resource node that is nearest to the marine spawn. It isn't finished by any means - I'm still looking for some way to make it a bit more flavorful and interesting. Suggestions are of course welcome (not to mention needed) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
If you ever need hosting ill give you my fooking login and password just email me ill give you access:
Delta_Snipe@autominer.org
If you're still interested after a good amount of time (when I finally finish this map), then I'd be happy to let you host my map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Thanks very much for the offer <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Its getting hard to do anything unique with the NS wad, but damn Dub, you sure did it.
I love the light scheme.
Here's two updated screens of that same area. I added a few boxes, a cargo loft, some wall details, and some retexturing. I think this area's all but finished now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<i>Number one</i>:
That's just about all I can say. Incredible work Dub.
I've been crazy-busy lately, but I've managed to get some new stuff out (with much help from the ns2.wad <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->)
I've mostly been polishing the marine spawn are up lately, and the areas right around it. Also, I've begun to flesh out the rest of the map...sorta.
More screens will hopefully be coming later today of actual original material <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Enjoy these two short teasers:
ND
Well...uhh...I almost got inspired to do a lot today. However, I was only able to get these done. behold - "the crappy looking cliffs" version 2.0:
Are they acceptable-looking now? Please give me any crits you have. And I promise: I'll do something original one of these days. Oooooone of these days <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
*Edit* Screen removed.
Trust me.
<i>Dynamic</i>:]
*Edit* Screen removed.
I promise <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
It may help to stop taking pictures of it at an angle, at least for personal reference. Take a few full shots of the cliff face and see how impressive they look. I tend to do this a lot lately. I'll put noclip on and zoom around taking pictures of everything that looks like crap, then go work on that next time I load up an editor. So far i've witnessed improvement.
I was trying for more of a glacier look, rather than a rock face (I realize that the texture belies this, but it was the very best that I could find at the moment). A quick google supplied me with some pictures that partially illustrate what I'm trying to say:
<img src='http://www.solcomhouse.com/glacier.jpg' border='0' alt='user posted image'>
Or maybe:
<img src='http://www.oriez.org/images/glacier.jpg' border='0' alt='user posted image'>
And on top of that I'm not very great at vertex manipulation - I end up getting crazy amounts of invalid solid structures and terrible-looking lighting, not to mention incredibly high r_speeds. Could you possibly give me some tips on how to get the look of those pictures?
Maybe a more "icy" texture would help?
oh, and if you dont know how to use hint brushes
go to <a href='http://countermap.counter-strike.net' target='_blank'> countermap </a> and check in their tutorials section, its really helped me lower my r_speeds
I'll do my best to fix the corner. However, that s an incredibly strange shape to create, and more often than not becomes an invalid structure. I'll work on it and post more screens.
However, those cliffs look like poo dude; if you don't have the nessesary textures then I reccommend avoiding outdoor area's like the plague.
Once your map is done, you can PM me and I'll help you with layout and vent placements (if needed, of course).
I've already helped with 2 maps and I'm going on my 3rd, I really enjoy helping to make maps good.
And I have no clue on how to fix the cliffs....right now they look....ewww-ish, but hopefully once you find some tutorials that teach how to create complex brushes then I think you migh be able to fix it....I tried it before and ended with HORRID results <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I'll get you a layout soon. And I'll try to fix the cliffs. I swear <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> I just have to find a way that won't brutalize me with r_speeds.....
*edit* the resnode is practically in the spawn - check <a href='http://www.unknownworlds.com/forums/uploads/post-4-1062981371.jpg' target='_blank'>this picture</a> out to see what I mean. The marine spawn is the flattish part in the background.
I'll work on those accursed cliffs and hopefully get soe more screens up soon <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Thank you all for the comments.
Oh yes. Kindly ignore the terrible misuse of the vertex tool and null texture (the black line breaking the cliff up). It has been fixed since <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Please tell em if this new build is a step in the right direction (<i>keep in mind that these cliffs and the entire exterior in general are only to be viewed from a distance: not played upon. There is no way to get to the part of the map where these screens were taken from):</i>
*Edit* Picture removed
*Attachment Baleeted. No use taking up precious forum space with obsolete screens <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->*
I plan on working for much of today so I might have something to show by tonight <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Stay tuned...
What can I say? I'm a little neurotic. Right at the moment I'm working on a control room-sort of thing. I just need to fiund a suitable chair model <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Does anybody have any suggestions?
Granted, these newest cliffs look MUCH MUCH better than the originals...