Ns_metalurgy

1356716

Comments

  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited September 2004
    That's a start, but you can do better. It does take some time though to realize what needs to be done and how as that is the one thing that differs from mapper to mapper.

    I suggest reading some old Half-Life style guides, <a href='http://collective.valve-erc.com/index.php?doc=1046751099-59301900' target='_blank'>guide 1</a> and <a href='http://collective.valve-erc.com/index.php?doc=1046751125-43592600' target='_blank'>guide 2</a>

    The ideas there can be applied for any mod. You don't just want boxes. You want to create the room itself, rather than making a hollow box, and filling it with detail.
  • PharcaePharcae Join Date: 2004-01-06 Member: 25101Members, Constellation
    edited September 2004
    <span style='color:red'>***there are good ways and bad ways to get that point across. this was a bad way.***</span>
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
  • Minotaur0Minotaur0 Join Date: 2004-09-30 Member: 32017Members
    Needs more dramatic lighting/atmosphere and variation, the map looks all the same.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-carioca+Oct 1 2004, 06:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ Oct 1 2004, 06:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the minimap <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Instant marine win.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    This is really bad..
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited October 2004
    Lol yeah, brute_force is right, you need at least vents going directly between each hive and corridors a little further down from it. I don't particularly want to promote funmap heuristics though, i'd recommend starting afresh with maybe .. a co map.

    [edit] why is jezpuh not suspended yet?
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
    <!--QuoteBegin-brute_force+Oct 1 2004, 07:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Oct 1 2004, 07:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-carioca+Oct 1 2004, 06:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ Oct 1 2004, 06:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the minimap <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Instant marine win. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Lies.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    This is "fun" map ?
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--QuoteBegin-Rendy.[CZech]+Oct 1 2004, 10:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rendy.[CZech] @ Oct 1 2004, 10:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This is "fun" map ? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    this is the begining of the map and isnt a fun map is my 3 try to make a nsmap. and i reshape all map 3 times and now im making with the brush work i take like 6 horus brushing every stuff and testing, im tired and im researching and tuding the maps, i know is very hard make 1 map and im trying and learning.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    Maybe you should just try and make one really good room for now, rather than a whole map. Then when your done make another room, totally unrelated to the first.

    After a while of doing this then try and make a combat map, before trying a classic map.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    i make some new wads , not new really only i get a {alfa insfested wad and put over the wads i wanna mix and make new ones. i think is really good now the sieve room.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    the new roof style.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    new structure style map.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    edited October 2004
    <span style='color:white'>Be nice.</span>

    I mean, first all of all, the textures don't quite fit. A big rocky cave with some square chunks of infestation.. why would there be a random, clean cave with some blocks of infestation in it? Add some infestation on the walls. Also add some more detail. I don't see how people can actually call that mine camp. It's just big hollow block with a rock texture.

    Secondly, you only used 5 textures. Are you even trying? From what I can see you didn't even align the other part of that red light correctly.

    Thirdly, we don't want any hammer shots. Get some compiled stuff..
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    <!--QuoteBegin-JezPuh+Oct 4 2004, 11:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Oct 4 2004, 11:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <span style='color:WHITE'>Be nice.</span>

    I mean, first all of all, the textures don't quite fit. A big rocky cave with some square chunks of infestation.. why would there be a random, clean cave with some blocks of infestation in it? Add some infestation on the walls. Also add some more detail. I don't see how people can actually call that mine camp. It's just big hollow block with a rock texture.

    Secondly, you only used 5 textures. Are you even trying? From what I can see you didn't even align the other part of that red light correctly.

    Thirdly, we don't want any hammer shots. Get some compiled stuff.. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    After make some new wads and aply on map:
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    and now in game shots the light are flickering so this is the first stage of flicker.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    and the 2 stage of flicker
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited October 2004
    It's better, but it is too monochrome. If it's all the same colour then detail gets lost in the background and it is less pleasing to the eye.

    I find it's much easier to make a room how it would look without infestation, then add it on top. Seeing as you're adept at 'remixing' textures to add infestation, it shouldn't be too difficult to make a clean room, then infest it afterwards.

    EDIT: Was replying as you posted up the stage1/stage2 flicker. We know what flickering lights look like so we don't need pictures of each frame!
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Good work on giving us in-game views though!
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    Keep practicing. Put down the map your working on, save your ideas and thoughts for another time, and concentrate on refining your mapping skills.

    You can map a house with all the details you want(wall trim, door trim, doors, hinges, windows, furniture whatever you can imagine) and cover it all with a wood texture and it will still look like a pile of wood at the end of the day.

    You need to find textures that will work for whatever geometric shape your wanting to make, and not do all the brush work and then slapping on some generic metal texture that doesn't define the individual brushes at all.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    im think better im making step by step
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
    THE FINAL VERTEX USE AND BETTER WORK NO MORE THOSAND OF VERTEX POLYS.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    and now the textures look better.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    and now the new doorway and roof room the 1 is old and the 2 is new
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    You're gonna get a coplanar error on some of those brushes. Check the errors thread in mapping help and trouble shooting and you'll see what i mean.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--QuoteBegin-Olmy+Oct 4 2004, 04:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Oct 4 2004, 04:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You're gonna get a coplanar error on some of those brushes. Check the errors thread in mapping help and trouble shooting and you'll see what i mean. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    no all is working good in game look...
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited October 2004
    To be honest, I'm not sure what you're trying to show us in any of these images. If you zoom out you can see a room boxed out with some kind of brushwork in the center, but when you zoom in to any particular spot, I have trouble telling what I'm looking at. Mapping is a hobby that takes a lot of time and patience to master. I would suggest that you work on some regular, uninfested areas for now to work on your skills on them so that you can make something that is actually identifiable then once you've improved some, go back and work on the alien areas because I really can't make much out of these images.
This discussion has been closed.