Ns:s Styled Map >>>lookie
aeroripper
Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
<a href='http://img165.echo.cx/img165/1687/test600058xu.jpg' target='_blank'>http://img165.echo.cx/img165/1687/test600058xu.jpg</a>
<a href='http://img165.echo.cx/img165/1708/test600069us.jpg' target='_blank'>http://img165.echo.cx/img165/1708/test600069us.jpg</a>
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EDIT: I just listed that 3rd link for the source, just to let everyone know i didn't pull them out of somewhere. But since it really doesn't matter, their in the hl2world mapping section.
<a href='http://img165.echo.cx/img165/1708/test600069us.jpg' target='_blank'>http://img165.echo.cx/img165/1708/test600069us.jpg</a>
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EDIT: I just listed that 3rd link for the source, just to let everyone know i didn't pull them out of somewhere. But since it really doesn't matter, their in the hl2world mapping section.
Comments
Fine, I put you in charge of making the skulks wallwalking code work on those insanely elaborately architechted walls.
From what I've noticed, all the maps that are actually PLAYED and ENJOYED are "bare" as you put it. Gameplay over "reality".
From what I've noticed, all the maps that are actually PLAYED and ENJOYED are "bare" as you put it. Gameplay over "reality". <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
People complained when mineshaft and agora were taken out. Both kinds of maps are appreciated.
Also, no NS-ish lighting... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Also, no NS-ish lighting... :p <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I challenge you to do better!
<span style='font-size:4pt;line-height:100%'>just cause I would really like to see what you come up with anyways :P</span>
someone should recreate some well known locations on the current ns maps...
"ooghijmiqtxxa" on the hl2world forums, i posted the source link but somebody bitched at me
not yet . . . .
i don't get it
Well, what if it's a underground base which has been saturated with water and a heavilly malfunctioning nanogrid? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I'd say it's about 55% to 75% of a NS feel... It needs ALOT more texture-based lights. (and as we all know HL2 uses primarilly the point-based "light" entity <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> GG valve)
that's actually how most lighting is handled. You have a single entity that controls the color and brightness of each light emitting texture in your level, instead of an entity for every light point. (good thing too, since the entity limit is kinda low)
besides, it always looks better for light to have a visible source in the game, instead of just shining from nowhere in particular
From what I've noticed, all the maps that are actually PLAYED and ENJOYED are "bare" as you put it. Gameplay over "reality". <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
People complained when mineshaft and agora were taken out. Both kinds of maps are appreciated. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
really? where?
anyway, its a nice start.
Yes, needs more rainbows.
Also, no NS-ish lighting... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Not really. Most of the ones they've kept look clean but some others like Agora and Mineshaft I wouldn't describe as having clean styles.
Considering NS takes inspiration from the Alien films and Starcraft amongst others, it's fair to say that the "truckers in space" motif is perfectly acceptible for NS mapping.
The main thing I think about when mapping for NS is the theme of the map. There can be clean areas for show and areas inhabited by the sorts of greasy engineer types who care more about how something works than how it looks.
I think it's potentially dangerous to start mapping for future instances of NS without decent information that will affect the gameplay requisites of the map. By this I mean that the mapping community would be much more prepared to start mapping for the future with some idea of the limits that will be imposed upon them.
Without an early build of the game we won't have onformation on what demographic the NS team are targeting (average system specs, gameplay type, etc.) which will answer the following questions:
How many entities can we use?
Which entities are troublesome in-game?
Will there be new entities?
What wpolys and epoly limitations are there?
Will there be alterations to either team in terms of mobility (player speed, size, mode of transport, structure-based transport such as PG/beacon/MC, etc.); weapons (flamethrower anyone?); etc.#
and much, much more.
If I were making an NS map for future play I'd be working on the general style and layout without going too much into specifics. Working on simple brushwork to begin with would give you the scope to add the detail once you have an idea of the next gen NS' limitations (and possibilities).