Ns_metalurgy

cariocacarioca Join Date: 2003-09-02 Member: 20511Members
<div class="IPBDescription">ore transportation: status: OK</div> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
after read the really good tips i make the inside game screens after take 4 hours finding leaks.
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
i hope enjoy and i wanna really make a sequence the mine to refinary to metalurgy. The mine camp are a suplier for marines industry weapons and equipment this base industry is very important. so the marines need resolve their troubles with some kind of plague or infestation in the ore dig.
the basic build have a water source that suplie a water treatment and then the water to cooling system of the machines in the refinary process and the metalurgy. the water suply the local dinner and are storage to suply marines with the pure water. the air filtration clean the air for the air ventilation to suply the mine camp trough the duts tree and to clean the smoke of the mechanical steam power. the dig systen is a maze very deep and straight with a air suplie. Near the mine have the ore transportation to launch ore to refinary and stairs acess.

i need some help, how i could make the minimap?
What is the better distance of the middle hamer z axis for the comander view?


the marines start firstly of the storage but a change of my mind for a whole industry map for a basic industry and place the marines in the spaceport where the ingots are loaded and the suplies arrive, and what am i could do and justify to bea truly place and isnt a fun map?
«13456716

Comments

  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    and this are the marines start, a quit simple.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    the wonder full stairs.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    metalurgy area with the al air duts and water duts trowing every where.
    the amazing cooling systen, smelter and furnace stuff.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    now we se the rest rooms and wc beneath then when walking we see the dinner and the water pipes coming from south wall and share to go the metalurgy and storage. The duts tree come from roof supling the rooms.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    edited September 2004
    To make a minimap, make sure you have cheats enabled (developer 1 and sv_cheats 1) then hop into the commchair and type "buildminimap" in the console. It will take a bit, but you'll end up with a nice little .spr file.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    For a very early map for an early mapper, I'd say pretty good. You're learning.

    But.

    You really should learn to map much more before you post your maps here. Some people don't take too kindly to new mappers showing their start.

    You should start to expirament with different lighting and textures, especially map details are needed. Good start to mapping, just keep learning.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    now we see the storage and water tanks the water tanks start a line of pipes to suplie in the spaceport the ships. the storages have coal storage and steel storages in the lobby area in the top area are the food storage and freezers and a first medical aid kit in a small hospital area and a fire depertament to hold tools to fire combat. in the south top area have the acess maintance ventilation systen.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    here the main hive acess in the west or left u see the acess stairs to the water tratment and the east or right the ventilation acess in the south or down area we acess the dig hive. thsi room u see the transportation ore to be clean float shake and send pure to metalurgy systen. the water cooling systen and the ventilation shafts are coloning all area.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    now we arrive to transportation ore systen from a down level dig mine to top refinary and the stairs acess and water purification acess by stairs. the top we see the tree of duts going to mine.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    I don't mean to be cruel but the entire map is pretty much made out of cubes. Learn to use the clipping tool and vertex manipulation in combination with the texture tool to make some intesting brushwork then come back to us. I'm sure you're proud of your first map but unfortantly everyone's first few maps suck and noone else is really intrested in them.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    here the growing infestation when u go in direction of the hive. see the top are less the down are more when u hop into hive u are infested.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    and the hive with maze of duts and tree of duts and shafts.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    and now the hull or scratche of the map.
    hull.JPG 118.5K
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    edited September 2004
    <span style='color:red'>Be nice, if you like being here.</span>
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    Good first attempt. Kind of looks like what I can make in UT2k4 editor <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    Nothing really to comment on - sort of reminds me of a doom deathmatch level (doom 1 that is) except it's missing the skulls, flaming pentagrams and all that other evil stuff..
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    erm? were all those screens really necessary, all the areas look pretty much the same to me <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • MADMEEMADMEE Join Date: 2004-07-23 Member: 30059Members
    you should rename it ns_boxes <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.

    i hope this map is in its very early stages and your going to tell us that your going to add a lot more detail.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    i go play now for study maps in the inside kind ;p playing ofcourse huahaha...
    now telling right i m sick and i will try again soon.
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    I swear to god. Stay away from this one. We might actually have a new mapper on our hands one day.

    Posting those shots probably wasn't nessecary but your learning how to map. Keep working on it. Like Hanz said, I probably could do about the same thing with the unreal editor right now. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ClashenClashen Join Date: 2003-08-22 Member: 20087Members
    The lightning is kinda good.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    edited October 2004
  • ZyndromeZyndrome Join Date: 2003-03-28 Member: 14974Members
    May I commence laughing?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    If you use the ZHLT tools(see the other thread in this forum called ZHLT 3.0 beta or something? Download that shizzle, and if you don't know what to do, ask.), you can use a certain "null" texture, which is kinda blue/grey. Use that instead of ordinary textures on the outside of your map(s).
    In fact, it's usually better if you start out by making your map in null texture, and then texturing what you want to be visible in-game(which is every face(texture) on the inside of the map, since otherwise you get a weird effect known as "hall of mirrors" which is to be avoided at all costs).
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited September 2004
    <span style='color:red'>*Nuked*</span>
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    Erm, i guess the upside is it compiled without errors, right?

    To be frank, it's horrible, boxy architecture, no thought given to texturing whatsoever, bland lighting, etc, etc, etc.

    I know, you're new, but i would strongly suggest not releasing any screenshots or making any threads about a map which is so dire. Read up on the FAQs and search some tutorials, learn to map for a few months. After that, make a map, scrap it because it's crap. It's instantly crap since it's your first. Now you're onto the second map, work on that a few months, THEN release screenshots when you've developed some description of skill.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    I remember you carioca....

    <img src='http://www.unknownworlds.com/forums/uploads//post-5-1063117385.jpg' border='0' alt='user posted image' />



    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=46566&st=0' target='_blank'>*ahem*</a>
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited September 2004
    <!--QuoteBegin--[Kobayashi+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-[Kobayashi)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-,Sep 27 2004, 07:18 PM] <span style='color:red'>*Nuked*</span> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    He's brazilian, so you have to use portuguese, not spanish.

    And that text sounds like an online translator anyways.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    edited September 2004
    <!--QuoteBegin-Mendasp+Sep 27 2004, 08:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Sep 27 2004, 08:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--[Kobayashi+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-[Kobayashi)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-,Sep 27 2004, 07:18 PM]<span style='color:red'> *Nuked*</span> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    He's brazilian, so you have to use portuguese, not spanish.

    And that text sounds like an online translator anyways. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Kobayashi got shot down!
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    Hey man. Nice to see a new face. Please keep trying as you seem to have a fair understanding of texturing, but must work heavily on your architexture. Cubes are a big no no, and will get you flamed. as such, I'm going to request a lock before the flamethrowers (*cough* recoup, jez *cough*<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) get here and scare you off
This discussion has been closed.