Co_dawn

esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
edited October 2003 in Mapping Forum
<div class="IPBDescription">Just when you thought i'd disappeared...</div> Well no, i've not disappeared. Right now, as some of you may know, i've been painstakingly retexturing and rebuilding ns_deus. This is taking way too much time, and to be honest, it's boring the crap out of me. So i thought that i'd occupy some of my time with making a co map. I've pretty much entirely kept this under wraps, but i've only been working on it for a month or so, and not really constantly either, since i have university work to do.

It's roughly about 50% done, a lot of detail still isn't there in a number of locations, since i'm trying to get a playable version that's still reasonably nice looking done as soon as possible.

Anyway, here's some screenies. I won't be posting as many updates to this thread like i have done my ns_deus one since i'm gonna try to do this one in my own time and pace.


The first shot is what i've temporarily called the "Steam Corridor". I've not named any locations as of yet, so the work in progress names are a bit tacky. Also, i'm not sure if NS:C needs location names....

This corridor is where i see a lot of combat happening. It's right outside of marine start, but it's the larger of the two entrances, so we'll see the Onos battling it out down here. At least, i hope so.

*EDIT: Also, this corridor has steam rising, hence the name, and also some nice creepy ambient sounds. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    Next we have marine start. This is one of the areas still lacking some detail, but as it is, it's not entirely ugly.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    Third on the list is some nonamed fan room, this was the first one to be completed, and where i got the working title for the map "co_drake" from. Try and guess why i was gonna call it drake. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    Next is just some random corridor. Oooh, marvel at it's splendour.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    Fifth is just a little gap in the above corridor just to add a little detail and something memorable. I'll probably call this area "Crap paste surprise"....
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    And finally, you'd think that they'd actually put doors in the doorways, not just random walls. Oh yeah, silly me, i forgot to texture that part yet, heh.
  • snozzlesnozzle Join Date: 2003-04-23 Member: 15788Members
    wow all i have to say is... wow
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    I have never seen 90 degree edges look so sexy before. You pull off the "square corridor" so perfectly, I'm drooling. Well, it's not 100% square, but your angles are sparse, and look WONDERFUL. The texturing is fantastic as well, and the LIGHTING! I love that first image so much... the blue spots really work well.

    What's with the word DAWN in the marine start window? I'd understand in the ready room, but in game?
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    looks good, me likes
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    to square, needs better textures

    amckern
  • aegixaegix Join Date: 2002-08-31 Member: 1256Members, NS1 Playtester
    I like the trims in the last pic. Somewhat vanilla HL in its appearance though.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    good use of entity lighting spot. first shot needs some cover for aliens. its better to make shorter those long pasage ways or else itll be aliens cementery.
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    1st screen : floor & ceiling tex dont fit ...

    and for the the rest : u rock <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    +
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin--amckern+Oct 21 2003, 06:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Oct 21 2003, 06:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> to square, needs better textures

    amckern <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Say that to urself.
    His tex are perfect.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    On that first shot the access panel on the door looks really out of place. I can't really think of another panel that seems to fit perfectly, but right now the rest of the room has this silvery technical look to it, while that panel is flat-black-utilitarian. Other than that those shots make me ashamed that I though so much of my own work. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    edited October 2003
    <!--QuoteBegin--Reese+Oct 21 2003, 05:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ Oct 21 2003, 05:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> On that first shot the access panel on the door looks really out of place. I can't really think of another panel that seems to fit perfectly, but right now the rest of the room has this silvery technical look to it, while that panel is flat-black-utilitarian. Other than that those shots make me ashamed that I though so much of my own work. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well, i have a vengeance against the ns.wad's 2 button textures, but it's now been changed to one of the ns2.wad's sexy shiney metal buttons.

    Also, in the second or third pic, with the walled up doorway, nobody mentioned that the ceiling texture is out of place. It took me a few hours more mapping in hammer til i noticed that, it has been sorted.

    As for this map, i'm learning from my mistakes of the past. Now i'm making brushes to fit textures instead of the other way around (i hate you "fit" button) and it's making my texture work look far more solid. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    making brushes to fit textures.... *looks at some of his .25 scales* hmm, maybe i'll have to start doing that on this part of the map.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited October 2003
    <!--QuoteBegin--Fieari+Oct 20 2003, 09:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fieari @ Oct 20 2003, 09:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have never seen 90 degree edges look so sexy before.  You pull off the "square corridor" so perfectly, I'm drooling.  Well, it's not 100% square, but your angles are sparse, and look WONDERFUL.  The texturing is fantastic as well, and the LIGHTING!  I love that first image so much... the blue spots really work well.

    What's with the word DAWN in the marine start window?  I'd understand in the ready room, but in game? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    90 Degree Angles looking sexy? There is way too many in those screenshots. The poot texture alignment makes them look even uglier. Make some more curves or add some trims if you want to keep that map style.
    The lighting is also somewhat bland in most areas, barely any contrast too.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--Thursday-+Oct 21 2003, 08:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Oct 21 2003, 08:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Fieari+Oct 20 2003, 09:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fieari @ Oct 20 2003, 09:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have never seen 90 degree edges look so sexy before.  You pull off the "square corridor" so perfectly, I'm drooling.  Well, it's not 100% square, but your angles are sparse, and look WONDERFUL.  The texturing is fantastic as well, and the LIGHTING!  I love that first image so much... the blue spots really work well.

    What's with the word DAWN in the marine start window?  I'd understand in the ready room, but in game? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    90 Degree Angles looking sexy? There is way too many in those screenshots. The poot texture alignment makes them look even uglier. Make some more curves or add some trims if you want to keep that map style.
    The lighting is also somewhat bland in most areas, barely any contrast too. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Poor texture alignment.......

    Sorry, i just take offence to that. Show me exactly where and how they're poorly aligned and i'll fix them.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    The below image you posted earlier(Look middle leftish where texture on wall changes as the corner turns), change the texture or add a trim. ATM it comes under poor texture alignment.
    <img src='http://www.unknownworlds.com/forums/uploads/post-4-1066701703.jpg' border='0' alt='user posted image'>
    Other than that I'm not poking at you, just trying to contructively criticise.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--Thursday-+Oct 21 2003, 10:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Oct 21 2003, 10:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The below image you posted earlier(Look middle leftish where texture on wall changes as the corner turns), change the texture or add a trim. ATM it comes under poor texture alignment.
    <img src='http://www.unknownworlds.com/forums/uploads/post-4-1066701703.jpg' border='0' alt='user posted image'>
    Other than that I'm not poking at you, just trying to contructively criticise. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    At first you weren't being constructive, just criticising.

    But yeah, they do need trims, i'll set upon it soon, as i said, a lot of the areas need more detail and such, but i'm trying to get a usable map done first.
  • AtomAtom Join Date: 2003-01-05 Member: 11840Members
    esuna i do no feel he was critisizing he was mearly pointing out what he thought to be a bad thing in one of the pics, is that what this forum is here for ? so peeps can look at your work and tell you whats good or what is bad about it ? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--Atom+Oct 22 2003, 02:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Atom @ Oct 22 2003, 02:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> esuna i do no feel he was critisizing he was mearly pointing out what he thought to be a bad thing in one of the pics, is that what this forum is here for ? so peeps can look at your work and tell you whats good or what is bad about it ? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I agree, but there's pointing out faults and offering advice, which is constructive, but all Thursday- said was that it was "poor" and didn't even offer any reason why he thought that, or what shows it. But anyway, it's sorted.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    It looks really good, keep tweaking it for better results.


    However, I must say, I would probably hit my kill key everytime before I get into a fight as an alien, as this will be pure suicide. Long hallways aren't fun or good to fight in.

    My suggestion to you, is that if you want to keep the feel of longer hallways then to put in lots of cover for aliens to utilize/fight in, elsewise this map is gonna be worse than ns_mineshaft from the looks of it. mineshaft is terrible for nothing more than a bunch of hallways thrown together.

    If you need anymore help with layout or balancing I'd be more than happy than to give you some advice. You've got the looks, but you need to add the substance.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--Forlorn+Oct 22 2003, 03:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 22 2003, 03:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It looks really good, keep tweaking it for better results.


    However, I must say, I would probably hit my kill key everytime before I get into a fight as an alien, as this will be pure suicide. Long hallways aren't fun or good to fight in.

    My suggestion to you, is that if you want to keep the feel of longer hallways then to put in lots of cover for aliens to utilize/fight in, elsewise this map is gonna be worse than ns_mineshaft from the looks of it. mineshaft is terrible for nothing more than a bunch of hallways thrown together.

    If you need anymore help with layout or balancing I'd be more than happy than to give you some advice. You've got the looks, but you need to add the substance. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    These shots are mainly in the marine area, i work on the principal that the marine's start should be easily defended for marines, and alien hive areas should be easy to hold as aliens, but that's just one entrance, there's another one round the corner and just outside that is a from another part of the map. Depending on your class, one entrance will be easier than the other, but i may throw a crate or something down in the steam corridor just to give us skulks a little helping hand. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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