<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You said it was a "plain" map. Do you mean run of the mill, or bland? Perhaps both?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
to me it looks like someone just built the place and noone has moved in yet. it would look better if you added pipes, pits, dark areas, *cough* crates, etc.
Well, giga, you're very close to the truth. Right now, I want the basic layout done. Lighting helps me find the source points for the lights, and helps me determine if I need to actually place fixtures in the area for a lightspot. I've also heard how alot of mappers get really lavish on the detail and end up going way over in the end, and having to overhaul areas to bring it down. I want a basic "warehouse" built, then move the computers, wiring, plumbing, etc. in.
Besides, the greenhouse is going to take alot of resources, because I want it to feel like a jungle environment. Very thick underbrush, tall trees with branches for lerks to perch, a really different feel for NS, but overall something that fits in perfectly with the rest of the map. I think I can do it, but it's going to be hard.
So, bland is OK for now. I won't have much time to work on this for this week and possibly next week, as I prepare to start a second job. But I hope to get some things together soon.
<!--QuoteBegin-radforChrist+May 10 2005, 08:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (radforChrist @ May 10 2005, 08:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Besides, the greenhouse is going to take alot of resources, because I want it to feel like a jungle environment. Very thick underbrush, tall trees with branches for lerks to perch, a really different feel for NS, but overall something that fits in perfectly with the rest of the map. I think I can do it, but it's going to be hard. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> not without using models. creating a decent looking tree with hammer is nothing anybody should try. trust me, I am one of few people using TONS of vertex manipulated brushes in maps. and its hell of annoying!
if you still want to try it: good luck. TONS of it....
<!--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 remenber about cripy say about c dod texture for grass trees.
<!--QuoteBegin-N Recoup+May 10 2005, 12:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (N Recoup @ May 10 2005, 12:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> However you should take the advice of people who have been doing this for ages, or at least take it into consideration. <!--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--> I've been mapping since I was twelve, and I'm advising that you don't take the advice of others lol....
yeah, I was a bit tired when I wrote that, you should of course always listen to other opinions, but only go with them if you like them.
hmmm, seems I'm tired now too <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> lets have some more screens <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
OK, updated shots. New, dimmer lighting closer to the original in the RR, and a (mostly) finalized Marine Start. It's funny, I only have these two rooms, and I'm at 1.1 MB.... but oh well. Here are the shots, thanks for the feedback, I hope this looks better...
Power Core Random Team Join <img src='http://www.thebuzz-online.net/images/ns/map/co_habitat3001.jpg' border='0' alt='user posted image' />
A view of Marine Start FROM the Ready Room <img src='http://www.thebuzz-online.net/images/ns/map/co_habitat3002.jpg' border='0' alt='user posted image' />
Marine Start complete with 2 armories and a CC. Notice I changes the side ceiling textures, but sorry, 1/4, some of those "lines" stay. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <img src='http://www.thebuzz-online.net/images/ns/map/co_habitat3003.jpg' border='0' alt='user posted image' />
This shot shows the stairs and ramps I've placed on the sides of the MS. There is a main exit directly across from the Observation Deck (RR), and two exits on either side. There are also 2 vents. <img src='http://www.thebuzz-online.net/images/ns/map/co_habitat3004.jpg' border='0' alt='user posted image' />
This view shows the ladder access that will lead to the maintenance level. This level will use the grey wall_lab, and there will be a sub floor a little more gritty. <img src='http://www.thebuzz-online.net/images/ns/map/co_habitat3005.jpg' border='0' alt='user posted image' />
A view of the ceiling with one of the vent breakables: <img src='http://www.thebuzz-online.net/images/ns/map/co_habitat3006.jpg' border='0' alt='user posted image' />
These are two shots of the RR with the newer lighting. <img src='http://www.thebuzz-online.net/images/ns/map/co_habitat3007.jpg' border='0' alt='user posted image' /> <img src='http://www.thebuzz-online.net/images/ns/map/co_habitat3008.jpg' border='0' alt='user posted image' />
Anyway, it's starting to come alive now, and I'm getting a better idea of how to get what I want, so hopefully it'll move a bit faster.
As I said before, these rooms arent' complete, just imagine them a little more "fleshed out" so I can get a general feel for where it's going.
I like the reduction in lines you made! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Also, would it be possible to make the "random team" text scrollable? As in, have it rotate around the center column? I think that'd look nice.
I'd add the scrollable text to an entity list for future inclusion because you might find that it's a luxury that doesn't merit the use of a func_conveyor.
As for the RR looking into MS, there could be several gameplay probs here. Any Alien player could just pop back to the RR to see where the Com had gone with the techtree and choose their Hive2 chamber or evolve accordingly. They could also co-ordinate attacks on the MS structures without having to risk a scout getting downed.
I sketched out a plan for a section of Solace to overlook the RR (with nobuilds or similar to disallow the Com dropping there) and I think it would work fine the other way round.
<!--QuoteBegin-Crispy+May 11 2005, 07:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ May 11 2005, 07:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As for the RR looking into MS, there could be several gameplay probs here. Any Alien player could just pop back to the RR to see where the Com had gone with the techtree and choose their Hive2 chamber or evolve accordingly. They could also co-ordinate attacks on the MS structures without having to risk a scout getting downed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> <b>CO_</b>habitat
<!--QuoteBegin-radforChrist+May 11 2005, 05:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (radforChrist @ May 11 2005, 05:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Crispy+May 11 2005, 07:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ May 11 2005, 07:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As for the RR looking into MS, there could be several gameplay probs here. Any Alien player could just pop back to the RR to see where the Com had gone with the techtree and choose their Hive2 chamber or evolve accordingly. They could also co-ordinate attacks on the MS structures without having to risk a scout getting downed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <b>CO_</b>habitat
<!--QuoteBegin-radforChrist+May 11 2005, 12:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (radforChrist @ May 11 2005, 12:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Crispy+May 11 2005, 07:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ May 11 2005, 07:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As for the RR looking into MS, there could be several gameplay probs here. Any Alien player could just pop back to the RR to see where the Com had gone with the techtree and choose their Hive2 chamber or evolve accordingly. They could also co-ordinate attacks on the MS structures without having to risk a scout getting downed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <b>CO_</b>habitat <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> pwned
Comments
to me it looks like someone just built the place and noone has moved in yet. it would look better if you added pipes, pits, dark areas, *cough* crates, etc.
so i would classify it as bland.
Besides, the greenhouse is going to take alot of resources, because I want it to feel like a jungle environment. Very thick underbrush, tall trees with branches for lerks to perch, a really different feel for NS, but overall something that fits in perfectly with the rest of the map. I think I can do it, but it's going to be hard.
So, bland is OK for now. I won't have much time to work on this for this week and possibly next week, as I prepare to start a second job. But I hope to get some things together soon.
not without using models. creating a decent looking tree with hammer is nothing anybody should try. trust me, I am one of few people using TONS of vertex manipulated brushes in maps. and its hell of annoying!
if you still want to try it: good luck. TONS of it....
i remenber about cripy say about c dod texture for grass trees.
I've been mapping since I was twelve, and I'm advising that you don't take the advice of others lol....
yeah, I was a bit tired when I wrote that, you should of course always listen to other opinions, but only go with them if you like them.
hmmm, seems I'm tired now too <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> lets have some more screens <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Power Core Random Team Join
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat3001.jpg' border='0' alt='user posted image' />
A view of Marine Start FROM the Ready Room
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat3002.jpg' border='0' alt='user posted image' />
Marine Start complete with 2 armories and a CC. Notice I changes the side ceiling textures, but sorry, 1/4, some of those "lines" stay. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat3003.jpg' border='0' alt='user posted image' />
This shot shows the stairs and ramps I've placed on the sides of the MS. There is a main exit directly across from the Observation Deck (RR), and two exits on either side. There are also 2 vents.
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat3004.jpg' border='0' alt='user posted image' />
This view shows the ladder access that will lead to the maintenance level. This level will use the grey wall_lab, and there will be a sub floor a little more gritty.
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat3005.jpg' border='0' alt='user posted image' />
A view of the ceiling with one of the vent breakables:
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat3006.jpg' border='0' alt='user posted image' />
These are two shots of the RR with the newer lighting.
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat3007.jpg' border='0' alt='user posted image' />
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat3008.jpg' border='0' alt='user posted image' />
Anyway, it's starting to come alive now, and I'm getting a better idea of how to get what I want, so hopefully it'll move a bit faster.
As I said before, these rooms arent' complete, just imagine them a little more "fleshed out" so I can get a general feel for where it's going.
Also, would it be possible to make the "random team" text scrollable? As in, have it rotate around the center column? I think that'd look nice.
As for the RR looking into MS, there could be several gameplay probs here. Any Alien player could just pop back to the RR to see where the Com had gone with the techtree and choose their Hive2 chamber or evolve accordingly. They could also co-ordinate attacks on the MS structures without having to risk a scout getting downed.
I sketched out a plan for a section of Solace to overlook the RR (with nobuilds or similar to disallow the Com dropping there) and I think it would work fine the other way round.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<b>CO_</b>habitat
<!--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-->
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<b>CO_</b>habitat
<!--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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
hehe, you're caught there crispy._
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<b>CO_</b>habitat <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
pwned