Ns_richmond
Confused
Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
<div class="IPBDescription">It hurts in all the wrong places</div> Good evening. While the, hopefully, final alpha, 9g, of ns_richmond is compiling i have come to pimp my map.
The map has a story i just haven got a final form for it yet. but it involves aliens and a spacestation built on an asteroid. The station is built in two stages, the crew level and industrial level. the crew level is a very sanitary white and black color scheme while the industrial level is much more of a classic ns style.
There are no weldables so far in the level. I may add some. But, I don't feel that they are nessicary at this stage. If you would like to suggest a weldable location please feel free.
Instead of weldables, the map has a location from which the internal windows/ forcefields can be turned on and off. Currently this triggers game_text which I will perhaps add sound to as well. The objective of this will be to allow the players to generate short cuts around certain strategic points.
The lighting is currently near where I want it to be. However, I haven't decided between the use of bounce 1 and bounce 0. I am leaning toward bounce 0 at this juncture.
Here are the pics: i still havent figured out how to gamma correct them in the gimp.
(if you want to do them yourself the gamma value im using is 2)
#1 Location name: Routing
<img src='http://www.maps.confusionville.net/nsr9g0.jpg' border='0' alt='user posted image' />
#2 Location name: Cargo Transfer
<img src='http://www.maps.confusionville.net/nsr9g1.jpg' border='0' alt='user posted image' />
#3 Location name: The Bridge
<img src='http://www.maps.confusionville.net/nsr9g2.jpg' border='0' alt='user posted image' />
#4 Location name: Hive Location: Turbine Hall
<img src='http://www.maps.confusionville.net/nsr9g3.jpg' border='0' alt='user posted image' />
#5 Location name: Crevice!
<img src='http://www.maps.confusionville.net/nsr9g4.jpg' border='0' alt='user posted image' />
The map has a story i just haven got a final form for it yet. but it involves aliens and a spacestation built on an asteroid. The station is built in two stages, the crew level and industrial level. the crew level is a very sanitary white and black color scheme while the industrial level is much more of a classic ns style.
There are no weldables so far in the level. I may add some. But, I don't feel that they are nessicary at this stage. If you would like to suggest a weldable location please feel free.
Instead of weldables, the map has a location from which the internal windows/ forcefields can be turned on and off. Currently this triggers game_text which I will perhaps add sound to as well. The objective of this will be to allow the players to generate short cuts around certain strategic points.
The lighting is currently near where I want it to be. However, I haven't decided between the use of bounce 1 and bounce 0. I am leaning toward bounce 0 at this juncture.
Here are the pics: i still havent figured out how to gamma correct them in the gimp.
(if you want to do them yourself the gamma value im using is 2)
#1 Location name: Routing
<img src='http://www.maps.confusionville.net/nsr9g0.jpg' border='0' alt='user posted image' />
#2 Location name: Cargo Transfer
<img src='http://www.maps.confusionville.net/nsr9g1.jpg' border='0' alt='user posted image' />
#3 Location name: The Bridge
<img src='http://www.maps.confusionville.net/nsr9g2.jpg' border='0' alt='user posted image' />
#4 Location name: Hive Location: Turbine Hall
<img src='http://www.maps.confusionville.net/nsr9g3.jpg' border='0' alt='user posted image' />
#5 Location name: Crevice!
<img src='http://www.maps.confusionville.net/nsr9g4.jpg' border='0' alt='user posted image' />
Comments
And Dark.
~ DarkATi
#6 Location Name: Marine Start: <no one reads this any way>
<img src='http://maps.confusionville.net/nsr9g8.jpg' border='0' alt='user posted image' />
#7 Location Name: Communications
<img src='http://maps.confusionville.net/nsr9g9.jpg' border='0' alt='user posted image' />
#8 Location Name: Observation
<img src='http://maps.confusionville.net/nsr9g6.jpg' border='0' alt='user posted image' />
<img src='http://maps.confusionville.net/nsr9gl.jpg' border='0' alt='user posted image' />
In the layout green squares are resource towers. Redsquares are hives. and teh blue square is the CC. the yellow fields are apoximate fileds of view
anyway im going to bed.
The lighting and the geometry both look good in most places, but those blue textures look like flat color + noise, which doesn't convince me of anything in the real world. The map looks like its made out of unusually sharp and durable blue construction paper.
Thats the harsh way to put it, the polite way is the textures are too repeative, flat and the lighting is bland.
Thursday: I personally define a fun map as being far worse than merely bland lighting and textures you don't like.
moultano: I have thought about changing texture sets. the only problem is that i am utterly sick of the default ns and ns2 wads. I originally intended to replace the textrue set i am using. But, at this juncture, i am unsure if i will do it.
The chief Problem for me is that i am unable to make a texture that doesn't look like a cartoon. I would edit the texture set i am using except that i cannot contact its author(wrongwaygoback). so yeah.
Some of the rooms, aswel as the outside part with the switch are great.
But here comes the but: alot of the times i felt like i was running around in a huge paper dollhouse, no offense, but it's indeed to bland, you should fix the textures.
Further, some of the special effects you used are too much, made it look a bit cartoony.
If you put even a little bit more work in this map, i might well become a cool map <!--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'm sure you could substitute some NS textures in to 'bring it up to date'. The architecture looks fairly good, but without the textures it's hard to tell if you've made the early-compemporary-futuristic fusion of architecture that embodies the NS-style. Basically it lacks a futuristic look, which seems to be the main thing pulling it down. I wouldn't worry about it because textures can be changed in a day if you know what you're doing, just concentrate on the architecture.
At first glance the only thing I can say is that one of the Hive's looks a LOT smaller than the others. I can't really tell without a screenie how much of a problem that is. Also could you make your screenies a bit more specific (maybe with labels etc.) so that we can get a bit more of a feel for the map.
It seems the textures are a real sticking point. i will try again to get in touch with their maker and see if i can reach some sort of deal where i can edit them. If i cant i gueess ill have to make my own or get someone else to do it for me.( I can dream can't I)
I know this solution doesn't make a lot of you happy, particularly those of you who are advocating the use of standard ns textures. But, I'm trying to emphasize the difference between the two levels on the map. One of which is supposed to have a classic ns feel, with big metal things everywhere and such like. While the other is supposed to have a more shiny new feel. I was hoping to get a sort of "DeathStar Lite" thing going on with it.
For -[Kobayashi]- i have the screenshot lcations marked on the overview in just a second..(look for the ninja edit)
anyway im going to bed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
it reminds me of some custom maps that try to be a bastardized halfway between fun and serious map. the map looks like its enjoyable to play, just that its rather bland in the areas of cover for aliens, and it also looks like several maps were combined into one map due to the different texture sets used.
the texuters aint realy exiting, some of the shots are looking wery good, but some are just boring (the white textures, MS and so on)
Im only looking at the screen shots right now but i like your structuring for a few of the rooms. The Bridge, Crevice, Observation and Communications. ANd conveniently these are probably the ones being most complained about being too bland.
Maybe a little of detail, a slight grainy effect on the texturing is all thats needed.
Their is somthing to be said for that plain look. Im getting fed up of maps with so much detail textures that my eyes just blur and all i do is watch for movement. At times i cant even see a skulk in the open, making somthing too fancy with lots of detail does that. Too much info to take in, especially if your moving around quickly .
Im not saying that this is what all maps are like but their are definatly a few that do this to me. Maybe its just a Graphics card..
Ill have a look at the actual map when i get home but i think im just gonna say the same things.