Ns_proxima - New Ready Room

OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
<div class="IPBDescription">or ns_eon... whatever... haven't decided</div> Heres some screenshots of my replacement ready room for my map that i'm working on. (was called ns_proxima, or ns_centauri, i'm not sure. I think i'm going to go for ns_eon) Anyways, this in my opinion is superior to the original rr (noone will remember it anyways <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)

Description: Its set in the hanger of a frontiersmen startship so theres a drop ship to enter, you can jump out into free space to join the random team, or enter the infested escape pods to join aliens. There is an opening door to enter spectate. Theres still some things that haven't been worked out, a large maintenence door on the opposite side of the spectate door, but most is done really.

first pic :

Comments

  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    second picture: looking at the front of the dropship from behind the forcefield
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    Im liking the architecture! but there isnt really any lighting if ya no
    wat i mean? It just seems to be lit in one colour(White)
    Have the red light on the left give off a stronger red light!!!
    Keep it up, <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    pic 3 - a glance inside the spectate door.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin--Moconnor100+Oct 22 2003, 04:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Moconnor100 @ Oct 22 2003, 04:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Im liking the architecture! but there isnt really any lighting if ya no
    wat i mean? It just seems to be lit in one colour(White)
    Have the red light on the left give off a stronger red light!!!
    Keep it up, <!--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-->
    you have to keep in mind that the colours are more vivid in ns (due to overbrightening) i just haven't adjusted for this, so the pictures look more dull than usual. and what do you mean all white? i see cyan, blue, green, and red? i agree on the red light though, i'll try to make it a little brighter.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited October 2003
    i'm going to post more screenshots as soon as i have changed the sky to something more suitable, and less bright <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> (canyons and rocks aren't likely in planetery orbit are they?) I'm embarassed to say i don't know what skymaps you can choose from in ns. Anyone able to tell me?
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    another screenshot - different angle but with more enhanced colours this time
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    a picture of inside the spectate room just tp show it a bit clearer. (i'll post different angles as soon as i can use a space skymap instead)
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    /me likes the glass door to the spectator room, but the monitors should not be sourrounded by blackness.
    Overall the rr looks quite cool. Seems like you spent a few hours on that. I hope you can keep that quality and a unique theme in the rest of this map too. Then it will be one of the best.
    Gimme more of these glass doors, NS is lacking doors.
  • g3Kzg3Kz Join Date: 2003-10-22 Member: 21876Members
    edited October 2003
    <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> Thats looks very good. Iam very interested now to see the rest of this map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • AtomAtom Join Date: 2003-01-05 Member: 11840Members
    looks very nice, is it just me or doesthat light on the floor just in the spectator room look outa place ? mayb its just me =] other than that i think its gr8
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Very nice! Interesting architecture, good lighting and some rare original ideas (Not many glass doors around)
    Keep it up!
  • AlbinoAlbino Join Date: 2003-08-17 Member: 19841Members, NS1 Playtester
    Looks like you ripped off the co_tremo ready room dropship. :/
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    It would be cool if you could make it so that you had to walk up and use one of the computers in the spectate room to enter spectator mode. People might have a hard time with it, but it would be a cool effect.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited October 2003
    <!--QuoteBegin--[UVic]Albino Chinaman+Oct 22 2003, 10:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([UVic]Albino Chinaman @ Oct 22 2003, 10:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks like you ripped off the co_tremo ready room dropship.   :/ <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    rip it off? i think i recall seeing a drop ship in the co_tremo ready room but i can't remember what it looked like. If that ready room inspiring me to make a hanger for a ready room is what you call a 'rip off' then i guess i did. But i created the drop ship from my own ideas, and i didn't even look at the ready room for co_tremo when i was making the ready room.

    [edit] i don't think that ready room had a view of the cockpit?

    [another edit] to reese : i actually thought about doing that but then for some reason i decided it wasn't worth the trouble. all that would happen is you would approach the screen and dissapear you know?

    [aaaand another edit] to nerdIII - the monitors looks strange with an illuminated frame - they glow for no reason. you have to keep in mind that nothing would be illuminating the surrounding area of the screen (maybe a little stray light through the doors)
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    I'm pretty sure I was the first evar to put a dropship in the RR... Back in 1.04 with ns_espace. So you're all ripping me off!!!1111!!!!1!11!ONEONEONE!!1!!!ONEHUNDREDANDONETYONE
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    <!--QuoteBegin--Edgecrusher+Oct 23 2003, 11:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Edgecrusher @ Oct 23 2003, 11:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [aaaand another edit] to nerdIII - the monitors looks strange with an illuminated frame - they glow for no reason. you have to keep in mind that nothing would be illuminating the surrounding area of the screen (maybe a little stray light through the doors) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    And why are the walls sround the monitors lit up? +the monitors are made of three faces that would illuminate each other. Make them at least as bright as the sourrounding. You could do this without wasting entities by not using on of these overlay effect textures with black borders and adding a few unnamed lights in front of the screens. Good idea? Bad idea?
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited October 2003
    nerd i just explained that. i CAN'T make the frames of the monitors as bright as the surrounding because the whole texture is made very bright by texture lighting. The frame glows far brighter than the surrounding walls. to your other suggestion, i'm not sure about using normal lights, they usually have a bright spot that fades out towards the edges. the screens wouldn't look like they were glowing because the edges of the screen would be darker <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    I've seen this on one of the new map presentations. Honestly, it does not look bad, it looks rather stylish <i>because</i> of the fade. Just try it! Make the light color somewhere between white and the screen's color, put it in the center of the screen and you have a full bright screen center and still quite much the effect of a texture light. IMO it is better than a texture light, because the screen just doesn't span over the whole texture, but then again I never tried that method myself. Remember, you can have 1024 unnamed entities + 1024 others, so you could put four lights over the screen if you think it looks better and don't mind the compile time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    func_illusionary overlays were yesterday, that's a n00b technique <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    Sorry if I am nit-picky, but this readyroom looks so cool and these black borders don't fit in.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    that worked better than i expected. thanks nerdIII. and btw i don't mind nitpickyness, otherwise i wouldn't post map screens on this forum <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
    edited October 2003
    <!--QuoteBegin--NerdIII+Oct 23 2003, 07:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Oct 23 2003, 07:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Remember, you can have 1024 unnamed entities + 1024 others, so you could put four lights over the screen if you think it looks better and don't mind the compile time 
    func_illusionary overlays were yesterday, that's a n00b technique <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    What are you talking about ? Only unamed lights (edit : or light_spots) are free entities to spare. But unamed func_wall or func_illusionary are counted within the 300 limit, aren't they ?
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    I think he's talking about the built-in limit. The guidelines say 300, but there is an entity cap in HL.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Yes, I meant the engine limit, thanks for reminding me that only unnamed lights do not count to the 'active' entities.
    I must say, this new screenshot looks very nice. What about another low-watt-light for the control lamp below the big screen? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited April 2015
    control lamp? anyways i'm not going to bother putting more effort into my map until steam works on my system
  • oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
    <!--QuoteBegin--NerdIII+Oct 25 2003, 10:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Oct 25 2003, 10:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yes, I meant the engine limit, thanks for reminding me that only unnamed lights do not count to the 'active' entities.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No problem <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Just wanted to point out the fact that talking about 1024 unamed entities as a reasonable limit to take into account (when talking about NS mapping) wasn't a clear idea as it could also have been func_walls or func_illusionarys in this example. Better to say "You can have 1024 unamed lights" <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    i'm gonna start mapping again, after taking about 6 hours trying to get steam working yesterday, i created a new account and voila!
  • Drewbar99Drewbar99 Join Date: 2003-05-19 Member: 16505Members
    So I gather, that this map is going to be in a reasearch facility or something <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited October 2003
    The ready room is in a frontiersman starship. The idea is that you get down to the planet (where the map takes place in a technology research centre for deep space exploration) by entering the drop ship or the escape pods (the alien entrance). Well i haven't got an alpha texture for life pods or whatever so there you go <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.
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