Wip Shots Of Ns Map

KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
I posted these shots in the 'Post your Screenshots Thread' but I thought that I would post them here as well to get some input.


Image 1 showing off the crew bunks. The dark areas should be perfect for skulks, lerks, and even fades to hide in.
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066095989.jpg' border='0' alt='user posted image'>

Image 2 showing off an overlook and somewhat of a style test. Comments have allready been made on how the window 'cuts' into the texture at the top so I'm going to try to fix that.
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066096100.jpg' border='0' alt='user posted image'>

Image 3 showing off 'The Pit'. I hope to keep it as a double node (in part because it looks so cool) but I'll have to see how it balances
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066096199.jpg' border='0' alt='user posted image'>

Image 4 showing off the Docking Bay
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066096267.jpg' border='0' alt='user posted image'>

I'd appreciate any comments. I'm too harsh a critic on my own work. I hope to have a layout to show off in the no so distant future but at this point there is some major reconstruction going on to get the ms to hive and hive to hive time acceptable (it's currently a bit short).

Comments

  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    It looks pretty good, though I'm not too fond of any of the new walls in ns2.wad other than maybe, wall_grey09 and wall_panel01 (and there infested counterparts.) The wall_yellgrey series is O.K. But I like other textures from ns.wad. Other than the wall textures I really like the look of it. (Though Res Nodes so close together can cause issues for the Gorge and/or Commander. Not always, usually though. Try it and see.

    Looking good.

    ~ DarkATi
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    edited October 2003
    that double res seems kinda dull as hexagon. try octagon instead (pic)

    <b>edit:</b> Otherwise you would need to use some kind of safetylabel as trim texture warning of the
    sharp edges, so that dumb americans couldn't draw a lawsuit <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • ShaskShask Join Date: 2002-12-18 Member: 11083Members
    im really loving that docking bay.. keep it up..and yeh i agree with uffo try the octagon
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    dres looks a bit plain , add pipes and wires and this and that
    just add alot of stuff!

    work on teh lighnin'
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--uffo+Oct 14 2003, 02:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uffo @ Oct 14 2003, 02:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> that double res seems kinda dull as hexagon. try octagon instead (pic)

    <b>edit:</b> Otherwise you would need to use some kind of safetylabel as trim texture warning of the
    sharp edges, so that dumb americans couldn't draw a lawsuit <!--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-->
    This is a terrible idea, keep it the way you have it Monkey.

    The sharp courners fit in nicely with the pathways, and it makes sense if two lanes had to get through that at the same time.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Uffo just insulted us americans! Whats next!? Whats wrong with us!??!
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Oh and heres a good idea. I'm not too good with these entities yet, so I'm not quite sure if this is right but, you can put a grate over top of some lowered floor. Here...

    ______ <---Above Floor
    ______ <---Lower Floor

    The above floor is a func_wall (I think) grate, and the lower floor is a regular texture. That can really add depth to your floors.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    Image one needs something to break up the floor a little... not sure what though as a grate wouldn't really fit there.

    I would also suggest lowering the value of the texture mode on the windows, they stand out a bit too much at the moment... I hope you put an overlay on the light in the second pic as well <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    As others have said, the dbl res needs something going over the top from end to end, maybe some kind of a catwalk so aliens can still be shot up there. Also, do the res node lights switch off when RTs are constructed? They would look a bit weird bright-lit in there compared to the rest of the room - I'm not sure if the bug to do with this was fixed as it was supposed to be though <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    Last pic looks very nice, but perhaps a bar horizontally across the middle of the window at the far end, it looks quite dangerous to have such a large unprotected window in a cargo room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Your work so far looks very nice <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->; hope these comments help.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Let's see if I can respond to these comments . . .

    Dark ATi: I can build both nodes as commander, haven't tried as gorge yet.
    About the textures, I kinda wanted to go with more of a clean, steril feel for most of the map (of course the alien parts will be far from clean)

    uffo: I kinda like the hexagon, I think it looks neat but I may try seeing what it looks like as an octagon

    Nazul: Right now I'm trying to get the layout and basic archetecture done. Don't fear, I have some ideas to add pipes, wires, etc.

    Ha.ze: I'm not sure about making the lower floor a grate, I am not really fond of any of the grate textures especially when mixed with the wall set I'm using.

    [watch.me.die]: Yeah, the crew bunks do need something but I haven't figured it out either.
    The windows do need fixing, mabye it's the new window texture I was trying. I'll mess with the texture mode values some.
    The 'window' in the last pic of the docking bay, is acctually a force field but I'm trying to find a better texture to use for it.


    Thanks for all the input, this should help me out. Keep up the comments. All comments that would help me make a better map are appreciated.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    edited October 2003
    As an idea, you could try using the blue light fade with brushes or something similar:

    <img src='http://merkury.orcon.net.nz/ns_terranova11.jpg' border='0' alt='user posted image'>
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    I really like the style, one of the most popular maps are spacious and straight forward. So this looks okay <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    [watch.me.die]: What settings are you using on that force field? When I tried to implement it, it looked way to bright.

    One new and one tweeked shot tonight. I'll start with the tweeked shot of the overlook.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    The new shot -
    Intersteler communications. The lighting isn't what I want yet. It's a communications room so I'll be more bright and colorfull in the end.

    I also was going to paste a partial layout but I'm afraid it's . . . . rather sad right now. I can't seam to get it the way I want. If there's a consensus, I'll go ahead and paste the bit of layout that I have so that yall can tear it apart and fix it.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    Additive, 200 - although you might want to make it much darker seeing as the rest of your room is dark.

    Also, please put an overlay on the light in outlook - it stands out much too much at the moment :/
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Thanks, and I plan on going back through later and adding the overlays, right now I'm just more concerned with layout and architecture.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Did a bit of design work tonight, first a shot of a hive room. I haven't decided on a name yet. The room is needing something but I'm not certain what. I think I need to add a bit of variety in lights. Any suggestions?
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Second shot of the smelter hive. The location names will make more sense in the back story.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    Creepy creepy creepy. Try to stay away from making the primary color look like someone turned a knob on your map to "red" (like the cargo bay in the last shot) however. It may look atmospheric, but I find it annoying. a little contrast lighting is better and - to my eye at least - much nicer looking in NS mapping.
  • Mr_HeadcrabMr_Headcrab Squee&#33;~ Join Date: 2002-11-20 Member: 9392Members, Constellation
    Holy crap dude, reminds me of the RP in the FanFic forum. Almost a dead ringer for the W.T. Hell
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    fix the water! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    that's the only complaint I have about the last 3 shots
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    edited October 2003
    Me too. I can't judge these pretty pics until this evil water is a lot darker (Open Wally and extract the water texture. Make a new WAD from it and tone it down until you can't see anything. Then it will look right in game.)
    On the last pic I am not sure if the 'lava' is emitting yellow light or white light. I would just have added the lava texture to the lights.rad with 255 255 0 200 or something.

    EDIT: I see your water has no waves. Make it rendermode solid and func_illusionary with 'volumetric light'. I think this should work. (Then you might also consider using a brighter texture again)
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Also, if you have the spare entities, there is a really good way to do water well. Basically you use the same technique that KFS did with the power things on eclipse (the electric current effect seen in triad and keyhole) Anyways, do that, with a water texture, at slower speeds. It makes for some really good looking water. Only problem is that you're using 2-3 more entities than just a func_water (or func_illusionary) would. You may also want to consider putting a func_pushable in the water to float. Would add a lot to it to have some alien gunk floating around or something.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    I think I may just redo that first hive room. I'm just really not happy with how it turned out. The second hive I've tweeked the lighting around some so that there is more of a yellowish orange color comming off the lava. I still haven't gone back and added overlays to the lights but I WILL go back and fix that before the final version. Right now I think I'll head back to the sketch book and see what I can do with that first hive room.
  • Hellsing_Nosferatu_AlucardHellsing_Nosferatu_Alucard Join Date: 2003-10-17 Member: 21744Members
    Personally I like the new walls....They give it a new feel and look. Wich is what ns kinda needs. It's beginning to get alittle repetative. If if wasn't for the creative mappers it'd get old.
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