Every time you make a new map, it will become 10 times better than the last.
If you finish this map, then 3 months later make a new map, you will think 'By gum, that last map was crap'.
This is true for all mappers. This is the learning process that EVERYONE goes through.
I could say nasty things about your map, things which other people have been inclined to say. But we were all there once, so it's unfair to.
The best bit of advice I can give you is this:
Play on ALL the official NS maps. Look at their rooms, look at the shape, the textures, the architecture, the lighting. Try to make YOUR map look MORE like those maps. If you like, try to make an exact copy of a particular room in an official NS map. Try to reproduce the shapes, textures, and lighting as best you can. You will learn a lot this way.
You're not allowed to do a Nexus and decompile then compile it, either.
F- for english <!--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-->
I think carioca knows what he must work on. but he also should think about if its really necessary to post a new picture every day, showing as much as the previous. pictures in THIS forum should be a representation of nearly FINISHED work, not "look I added a box"-style. :/
I disagree with what Toothy said, I'm looking forward to seeing this progress but I really think that carioca should get his own hosting if he's gonna post every single day's work from four different angles.
Here is what I've done on the translations so far, some are more tricky and I don't have enough time to do everything. Enjoy the clarity...
<!--QuoteBegin-5kyh16h91 @ Oct 28 2004+ 02:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (5kyh16h91 @ Oct 28 2004 @ 02:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Make irrigation canals in between rows of these....crop....things..<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <b>Thanks, I'll remember that tomorrow when I'm reshaping the map.
Kobayashi I'll make the Spaceport and the Rest Rooms on the same level, Commercial Storage, Farming and Resort</b> (Ed - unsure as to what resort should be here) <b>will be located on the level below, below that will be Water Source, Generator, Refinery, Air Pressure, Air System and below everything will be the Mines. The map has 5 levels starting at the top of the mountain (SpacePort, Rest Rooms) and continuing to the foot of the mountain (Resort, Farms with Commercial Storage on the same level but inside the mountain) and all other locations beneath the mountain.</b>
<i>carioca on Wheat:</i> <b>I wanna make a tall wheat area where Skulks can camp and hunt down Marines. Here is my attempt with a maize texture but it doesn't work well even after cleaning up the image. </b>
<i>carioca on func_illusionaries:</i> <b>It's a func illusionary so both you and bullets will pass through. To make something see-through that blocks bullets you make a func_illusionary and some clip brushes to block player but allow bullets to pass through.</b>
<i>carioca on the new Minimap:</i> <b>The new minimap after balance tweaks and a long time thinking about it. The new layout is better. - No more siege room in Supply Cache because if I keep it the game will turn into a Marine rush</b> [to that area]. <b>- The welder point at Pressure will have pressurised hot air doing damage to anyone at that point. Marines can't get to Air System until they weld through but the Commander can medspam someone welding there =D. - The flood in Water Purification can be turned off by welding Water Draining System.</b> [Ed - unless he meant that both areas are flooded and can be welded] <b>- The water source will be the nicest hive because by foot Marines are very far from MS. - The Hives are far from MS and very close to eachother, making the endgame consist of rushing each Hive in sequence. Additionally the RTs are near the Hives so the Aliens have more chance to secure res to rush MS but the distance will give Marines some time to mine and equip the troopers.</b> [Ed - I like how you call them troopers]
<!--QuoteBegin-JezPuh @ Oct 31 2004+ 10:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Oct 31 2004 @ 10:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Marines can look right into a hive from their spawn. Nice layout you've got there.. NOT<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <i>carioca on changes:</i> <b>I will reduce the height because we can see too many polys and players won't like lagging here. I have to remove some polys because I reduced the height and 100 poly</b> for extend texture size now i will work to reduce polys [Ed - sorry I just can't do it]
<i>carioca on rewards:</i> <b>Hard work reaps great rewards. I've reduced the polys by half but improved the looks as well!</b>
<i>carioca on dome to mountain:</i> <b>After 4 hours' trying to shape this hallway to connect my mountain to my dome I managed -with great difficulty- to make the domeside fit but not the mountain side. I tried fixing it but it didn't work well. Then I reshaped the dome to fit the mountain and afterwards I'll make the hallway. I will try more tomorow and finish the hallway and show some in-game shots. I'm still looking for some textures to put in the hallway to make the transition from outside to inside.</b>
kobayashi, you are one of my favourite heroes <!--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-->
carioca, listen to what everyone says around here but by no means let their comments put you down. you're really improving.
some of you should really see the progress he's made mapping wise by looking back to the first page of this post. perhaps the ideas he's coming up with here won't be feasible with the halflife engine and perhaps it won't conform to ns mapping guidelines... and perhaps his diagrams could use a bit of work... but i have hope for this guy. i mean, after seeing one of his diagrams i was thinking what most of you guys were probably thinking, oh no, another ambitious mapper.
the best way for people to learn is by their mistakes. that biodome craps all over the biodome hive on ns_origin <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> sure, maybe it slows your computer down to 1fps, but this will illustrate to him the limits of the engine he's using and precisely why biodome on ns_origin doesn't have more elaborate architecture.
Carioca, use that to host up all your pictures... it will take a little getting used to... also do NOT bookmark it till you fill in the info itself (my info will be in that one... delete it and fill in your own)
That will stop the forums hating you for bandwidth usage <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
And yeah... do work a little more on that dome. If you like, I can re-texture it for you once you get it attatched (are you done modifying the dome itself? if so, host the .rar with the .rmf in it, and I'll re-align the textures for ya <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> )
<!--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--> biodome have one <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo-->. that <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo--> increase epolys where will laggy so my biodome is beautifull because doesnt have a hive.
Hmm, it seems to me carioca is assuming that the HL engine is alot stronger than it is. This looks more like a map for Unreal or Far Cry or something...
<!--QuoteBegin-brute_force+Nov 3 2004, 11:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Nov 3 2004, 11:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hmm, it seems to me carioca is assuming that the HL engine is alot stronger than it is. This looks more like a map for Unreal or Far Cry or something... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I learned that the really really hard way.
<!--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--> the in gameshots, u can see, the comander cant lame building out of the dome, but can build inside. i'm using a func_seethroughdoor in the dome glass and in the grid is a func_seethrough with alphacomander=255 and a func_nobuild overlaping the grid func_seethrough.
Previous translations completed and here's the latest.
<i>carioca on building in side the dome:</i> <b>As you can see from the in-game shots the Commander can't lame buildings on top of the dome but can inside. I'm using a func_seethroughdoor for the dome glass and the frame is a func_seethrough with alphacommander=255 and then a func_nobuild overlapping this.</b>
I thought that's what he was doing which is why sometimes he makes no sense at all. Online translators for whole sections of text don't work at all because there are often two meanings (or more) to every expression. You can use word to word translators if you know enough about a language and you only need reminding of what expression to use.
He seems to be making progress with his English so either he's lucky with the translations or he's actually translating himself. If that's the case well done, carioca.
wip hall way, could tell me if this is felling right to ns or still ugly? and i need a modeler to my <a href='http://www.unknownworlds.com/forums/index.php?showtopic=84775' target='_blank'>vent light model help</a>
make those hallways just a LITTLE wider, and add some turns <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-BulletHead+Nov 5 2004, 05:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Nov 5 2004, 05:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> make those hallways just a LITTLE wider, and add some turns <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Or else... aliens = truely pwnt <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> <!--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--> industry complex straight hall ways not a shoping center with a wider hallways
<!--QuoteBegin-carioca+Nov 5 2004, 11:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ Nov 5 2004, 11:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-BulletHead+Nov 5 2004, 05:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Nov 5 2004, 05:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> make those hallways just a LITTLE wider, and add some turns <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Or else... aliens = truely pwnt <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--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--> industry complex straight hall ways not a shoping center with a wider hallways <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> so you want to tell us that industrial locations are narrow? regarding to what you said this is NO industrial location: <img src='http://www.ferrucciospinetti.com/Foto/tour%20Germania/fabrik.jpg' border='0' alt='user posted image' />
or this: <img src='http://www.huegli.com/bilder/privatelabel/Fabrik.jpg' border='0' alt='user posted image' />
or even this: <img src='http://www.styner-bienz.com/de/7-news/media/images/uetend-fabrik-big.jpg' border='0' alt='user posted image' />
carioca, your ideas MUST NEVER lame the gemaplay! remember that. *annoyed by ccontinuous posted hammershots and boring WIP pictures*
looked like a movie set to me. spend 10 minutes searching with google, you will find really cool stuff out there <!--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-->
<!--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--> service hall way to maintance vent systen isnt to be so big, the other areas will be.
<!--QuoteBegin-carioca+Nov 8 2004, 04:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ Nov 8 2004, 04:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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--> coner view vhe <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It's too hard to tell what you are looking at because of the angle. . .
It's getting better, but you should consentrate some more to the texture alignment. Also, best advice I can give you at this point is to try and combine different kinds of textures and see if they fit together. Texture variation pleases eye if not overdone.
Comments
First off, understand this.
Every time you make a new map, it will become 10 times better than the last.
If you finish this map, then 3 months later make a new map, you will think 'By gum, that last map was crap'.
This is true for all mappers. This is the learning process that EVERYONE goes through.
I could say nasty things about your map, things which other people have been inclined to say. But we were all there once, so it's unfair to.
The best bit of advice I can give you is this:
Play on ALL the official NS maps. Look at their rooms, look at the shape, the textures, the architecture, the lighting. Try to make YOUR map look MORE like those maps. If you like, try to make an exact copy of a particular room in an official NS map. Try to reproduce the shapes, textures, and lighting as best you can. You will learn a lot this way.
You're not allowed to do a Nexus and decompile then compile it, either.
I think carioca knows what he must work on. but he also should think about if its really necessary to post a new picture every day, showing as much as the previous. pictures in THIS forum should be a representation of nearly FINISHED work, not "look I added a box"-style. :/
Here is what I've done on the translations so far, some are more tricky and I don't have enough time to do everything. Enjoy the clarity...
<!--QuoteBegin-5kyh16h91 @ Oct 28 2004+ 02:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (5kyh16h91 @ Oct 28 2004 @ 02:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Make irrigation canals in between rows of these....crop....things..<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<b>Thanks, I'll remember that tomorrow when I'm reshaping the map.
Kobayashi I'll make the Spaceport and the Rest Rooms on the same level, Commercial Storage, Farming and Resort</b> (Ed - unsure as to what resort should be here) <b>will be located on the level below, below that will be Water Source, Generator, Refinery, Air Pressure, Air System and below everything will be the Mines.
The map has 5 levels starting at the top of the mountain (SpacePort, Rest Rooms) and continuing to the foot of the mountain (Resort, Farms with Commercial Storage on the same level but inside the mountain) and all other locations beneath the mountain.</b>
<i>carioca on Wheat:</i>
<b>I wanna make a tall wheat area where Skulks can camp and hunt down Marines. Here is my attempt with a maize texture but it doesn't work well even after cleaning up the image. </b>
<i>carioca on func_illusionaries:</i>
<b>It's a func illusionary so both you and bullets will pass through. To make something see-through that blocks bullets you make a func_illusionary and some clip brushes to block player but allow bullets to pass through.</b>
<i>carioca on the new Minimap:</i>
<b>The new minimap after balance tweaks and a long time thinking about it.
The new layout is better.
- No more siege room in Supply Cache because if I keep it the game will turn into a Marine rush</b> [to that area].
<b>- The welder point at Pressure will have pressurised hot air doing damage to anyone at that point. Marines can't get to Air System until they weld through but the Commander can medspam someone welding there =D.
- The flood in Water Purification can be turned off by welding Water Draining System.</b> [Ed - unless he meant that both areas are flooded and can be welded]
<b>- The water source will be the nicest hive because by foot Marines are very far from MS.
- The Hives are far from MS and very close to eachother, making the endgame consist of rushing each Hive in sequence. Additionally the RTs are near the Hives so the Aliens have more chance to secure res to rush MS but the distance will give Marines some time to mine and equip the troopers.</b> [Ed - I like how you call them troopers]
<!--QuoteBegin-JezPuh @ Oct 31 2004+ 10:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Oct 31 2004 @ 10:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Marines can look right into a hive from their spawn. Nice layout you've got there.. NOT<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<i>carioca on changes:</i>
<b>I will reduce the height because we can see too many polys and players won't like lagging here.
I have to remove some polys because I reduced the height and 100 poly</b> for extend texture size now i will work to reduce polys [Ed - sorry I just can't do it]
<i>carioca on rewards:</i>
<b>Hard work reaps great rewards. I've reduced the polys by half but improved the looks as well!</b>
<i>carioca on dome to mountain:</i>
<b>After 4 hours' trying to shape this hallway to connect my mountain to my dome I managed -with great difficulty- to make the domeside fit but not the mountain side. I tried fixing it but it didn't work well. Then I reshaped the dome to fit the mountain and afterwards I'll make the hallway. I will try more tomorow and finish the hallway and show some in-game shots. I'm still looking for some textures to put in the hallway to make the transition from outside to inside.</b>
some of you should really see the progress he's made mapping wise by looking back to the first page of this post. perhaps the ideas he's coming up with here won't be feasible with the halflife engine and perhaps it won't conform to ns mapping guidelines... and perhaps his diagrams could use a bit of work... but i have hope for this guy. i mean, after seeing one of his diagrams i was thinking what most of you guys were probably thinking, oh no, another ambitious mapper.
the best way for people to learn is by their mistakes. that biodome craps all over the biodome hive on ns_origin <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> sure, maybe it slows your computer down to 1fps, but this will illustrate to him the limits of the engine he's using and precisely why biodome on ns_origin doesn't have more elaborate architecture.
Carioca, use that to host up all your pictures... it will take a little getting used to... also do NOT bookmark it till you fill in the info itself (my info will be in that one... delete it and fill in your own)
That will stop the forums hating you for bandwidth usage <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
And yeah... do work a little more on that dome. If you like, I can re-texture it for you once you get it attatched (are you done modifying the dome itself? if so, host the .rar with the .rmf in it, and I'll re-align the textures for ya <!--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 learned that the really really hard way.
I'm saying the brush detail here isn't something you'd do for HL mapping.
i'm using a func_seethroughdoor in the dome glass and in the grid is a func_seethrough with alphacomander=255 and a func_nobuild overlaping the grid func_seethrough.
<i>carioca on building in side the dome:</i>
<b>As you can see from the in-game shots the Commander can't lame buildings on top of the dome but can inside.
I'm using a func_seethroughdoor for the dome glass and the frame is a func_seethrough with alphacommander=255 and then a func_nobuild overlapping this.</b>
He seems to be making progress with his English so either he's lucky with the translations or he's actually translating himself. If that's the case well done, carioca.
and i need a modeler to my <a href='http://www.unknownworlds.com/forums/index.php?showtopic=84775' target='_blank'>vent light model help</a>
Or else... aliens = truely pwnt <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Or else... aliens = truely pwnt <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--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--> industry complex straight hall ways not a shoping center with a wider hallways
Or else... aliens = truely pwnt <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--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--> industry complex straight hall ways not a shoping center with a wider hallways <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
so you want to tell us that industrial locations are narrow?
regarding to what you said this is NO industrial location:
<img src='http://www.ferrucciospinetti.com/Foto/tour%20Germania/fabrik.jpg' border='0' alt='user posted image' />
or this:
<img src='http://www.huegli.com/bilder/privatelabel/Fabrik.jpg' border='0' alt='user posted image' />
or even this:
<img src='http://www.styner-bienz.com/de/7-news/media/images/uetend-fabrik-big.jpg' border='0' alt='user posted image' />
carioca, your ideas MUST NEVER lame the gemaplay! remember that. *annoyed by ccontinuous posted hammershots and boring WIP pictures*
That would make an awesome hive.
It's too hard to tell what you are looking at because of the angle. . .
It's getting better, but you should consentrate some more to the texture alignment. Also, best advice I can give you at this point is to try and combine different kinds of textures and see if they fit together. Texture variation pleases eye if not overdone.