Ns_nothing: a hive room
realityisdead
Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
<div class="IPBDescription">1 shot... needs some criticism</div>Here is a work in progress picture of a the centermost hive room in Space Station Nothing. I'm only posting this because I feel something is just not "right" in the room. I've tried several different approaches, but can't seem to get it right. My best guess is that it has something to do with the lighting. Any suggestions?
Here's the shot:
(Note: The shot is taken quite a distance off the ground using noclip)
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/bridge_old.jpg" border="0">
Oh, and two questions:
- Should the hive rooms have a lot of cover in them? This doesn't, and I'm getting a rather high 550 w_poly here, so additional details need to be scarce.
- Does the hive hang from something or sit on the ground? I'm sure I can dig this up somewhere, but might get a faster (or easier, actually) answer here.
Thanks <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Here's the shot:
(Note: The shot is taken quite a distance off the ground using noclip)
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/bridge_old.jpg" border="0">
Oh, and two questions:
- Should the hive rooms have a lot of cover in them? This doesn't, and I'm getting a rather high 550 w_poly here, so additional details need to be scarce.
- Does the hive hang from something or sit on the ground? I'm sure I can dig this up somewhere, but might get a faster (or easier, actually) answer here.
Thanks <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Comments
No clue about cover. However, remember, a Class 5 has to be able to move around in there.
<!--EDIT|Moleculor|Feb. 14 2002,01:48-->
Edit - It's a bit hard to tell from the shot, put that is a bridge above the pipes... to be used by bob and his low level friends to access alien only passageways.
No, I haven't done any work with the particle system yet (I'm a bit afraid to... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> ). I do agree though, some drips or steam coming from the pipes would be a nice addition.
I am also planning on making this room quite loud in terms of ambient sound. That's what the problem is though: The room (the lighting for the most part) doesn't <b>look</b> loud. Or hostile, really. It's all a bit too smooth.
I'm going to see what I can do with the lighting. Thanks Greedo. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Hehe <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Actually, before I found NS last month, I had been working on a single player episode set in a "Space Station Nothing". I decided to scrap that and began work on the new (natural selection flavored) SSNothing. The only problem I had with that was that I had quite the storyline thought up for the singleplayer episode.
Just thought I'd keep it going. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
So in other words, somewhere in between insane and hallucinogenic...
i mean that sort of organic stuff like in aliens where all walls in nests were under some sort of organic stuff wich makes room look total difference before aliens built a hive
Or are you asking where the actual hive model is? If that is the case, then the answer would be that I simply do not <i>have</i> the hive model. It's not included in nstr1. Though it's been said it will be included in nstr2.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/ssn5.jpg" border="0">
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/ssn6.jpg" border="0">
EDIT - I shouldn't need to say that the darker areas are darker in-game. Everything is quite a bit easier to see or make out ingame also. Not quite sure how that works out. Overall, it has better contrast in-game.
Aside from that, the lighting is much better here, and I feel that any further tweaking should be left up to your personal preferences. I'd like to say that the room might be better off with some more infestation, esp. near where the hive is going to be, but don't go into overkill. Since the hive will be above that generator, you could add some heavier coating to it, assuming that the hive "drips" or something.
<a href="http://tald.readyroom.org" target="_blank">Oh wait...</a>
BTW, thanks for the compliments everyone! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I wasn't sure how this room would be recieved.
oh yea, and in teh same pic, those bulges above the two door ways that enter perpendicular to aforementioned doorway, the stripes on the textures don't quit line up... just caught my eye
Biomechanoid, Thanks for the heads up on the texture issue. Not that important, but easily fixed. Thanks. As far as the cube look of the short passageway... It is just a little intrusion that houses a lift to bring players between the two bottom levels. R_speeds permitting, I may or may not add something to "un-cube" it. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Just an idea for when you can put the new hive thingy in - have a couple of lights shining 'on' to it, to make it look more illuminated than the surroundings?
Hehe, oops! Here's a small shot of the floor. It's flooded mainly because I couldn't quite get the contrast I wanted on the ground. Makes sense though, since the pipes will be dripping once I can get the particle system working (worked just fine in the test cube... )
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/nothinghiveslop.jpg" border="0">
And Biomech, here's an updated shot of the "cube":
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/uncubed.jpg" border="0">
Nothing amazing, but it's better than it was. It's really all I can do without impacting the r_speeds. Thanks for the suggestion, I like it a lot better now. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
HMTG, we think alike. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->i hate it when people dont show the r_speeds in their pics.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
I hate showing r_speeds in my shots. It's misleading, as I usually would go for shots where the w_poly is as at its highest... but are really a lot lower on average. I'm actually quite sick of talking about r_speeds right now. I'm just as aware about the limit as anyone else, and I don't need anyone to remind me of it, or try to enforce it upon me. If I don't get it right away, I <i>will</i>. If I just can't get them down in a certain area, I will cut the area. If it becomes too big of a problem all around, I'll cut the level.
Besides, I wouldn't want to go putting the spotlight on my worst enemy, Mr. W_Poly, now would I? <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
As far as entrances... lets see... When complete there will be 7 total. That includes 3 alien only vents.
Oh, and yes, it is quite the large room... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Heh, makes me wonder if I have enough grid space in WC to fit the entire level on it...
<i>(Note: Sorry about my harshness, but I'm really just getting sick of my own r_speed problems, and I'm sure everyone else is too... lets talk about something else.)</i>
as far as the entrices go, i find it great that they have solved the problem of blocked entrices.
and finally as one mapper to another, how do you do alien only entrices?
I am using something like airducts for the alien only passages. They will be high enough up on the wall that only level 1 will be able to crawl up there. Or marines with jetpacks... <i>I</i> wouldn't go up in there if I were a marine though.... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
I am, of course, referring to any egg that gets laid by a hive in that room! Its gunna fall for miles! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
VERY easy for the marines then. *rubs hands together*
I am, of course, referring to any egg that gets laid by a hive in that room! Its gunna fall for miles! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
VERY easy for the marines then. *rubs hands together*<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Lol! I'll make sure that isn't a problem. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->