nss_bakura

MentarMentar Join Date: 2004-08-03 Member: 30321Members
edited September 2006 in Mapping Forum
<div class="IPBDescription">so i decided to jump the gun a little</div>Basicly, i started this about a week before the website went down. So i've been adding little bits and pieces to it every now and then for a while now.

I've been running it in hl2dm for now and forgive me if the images are low quality, i'm horrible at this sort of thing and i figured you'd want small jpegs rather than huge bmps.

I present to you: NsS_Bakura

As you'll see in the pictures, bakura is an underground complex that basicly functions as a small city with civilian, industrial and security areas. Aliens penetrate into this underground complex and subsection 5a of the city is sealed off by blast doors to contain them, this is where the map takes place.

<img src="http://dys-tools.com/nss/mall.JPG" border="0" alt="IPB Image" />

This is the mall. This area is still very much under work, i took the picture from this angle so you can't see most of the empty spots <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

<img src="http://dys-tools.com/nss/auxilary.JPG" border="0" alt="IPB Image" />

This room joins between the mall, ventilation and maintenance area's.

I havn't started on the maintenance area yet so you'll notice that the passageway behind the white light there is walled off for now with a blank texture.

<img src="http://dys-tools.com/nss/Ventilation.JPG" border="0" alt="IPB Image" />

This is the ventilation chamber.

<img src="http://dys-tools.com/nss/ms.JPG" border="0" alt="IPB Image" />

This is the main security centre for subsection 5a, this is where the marines will start.

To the left, leads to ventilation. Behind where i'm standing is Generator

<img src="http://dys-tools.com/nss/Generator.JPG" border="0" alt="IPB Image" />

And this is generator. I'm really not happy with how this looks <img src="style_emoticons/<#EMO_DIR#>/mad-fix.gif" style="vertical-align:middle" emoid=":angry:" border="0" alt="mad-fix.gif" />

You'll notice to the left, another walled off spot where a corridor will be.

<img src="http://dys-tools.com/nss/pump%20access.JPG" border="0" alt="IPB Image" />
<img src="http://dys-tools.com/nss/pump%20access2.JPG" border="0" alt="IPB Image" />

This area joins to water pumping/treatment, where the facilities water is pumped up from the ground and purified.

<img src="http://dys-tools.com/nss/ventilation-pumpaccess.JPG" border="0" alt="IPB Image" />

To the center leads through to pump access.
To the right leads through to ventilation
to the left (you can't really see it because of the angle) is another walled off spot that will eventualy join up to that walled off spot in generator.


I Marked these locations on an overview of the map in hammer. You probably won't be able to make out a whole lot, but it helps <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

<img src="http://dys-tools.com/nss/map.JPG" border="0" alt="IPB Image" />

Comments

  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    o, and i have to say: My kingdom for some real ns textures!

    <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited September 2006
    Well you did a damn good job with those textures. Even if they are a bit repeptitive, it does have a sort of style to it. It's not the amount of textures used, it's what you do with them. Your map with these textures has a gloomy/depressing look to it (which is fine for ns (:S) <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> )

    I wish hl1 could do halos and mist/fog like that, without the dreaded runtime entities eatin away at your brainstem
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    Wow that's cool. It doesn't have a hugely NS feel mostly due to all the concrete, but realisitcly, if you're going to build a planetary base of some sort in a place with atmosphere you're not going to plate all the walls with metal, you're going to use concretes.
  • DarknsDarkns Join Date: 2004-09-05 Member: 31402Members, Constellation
    Though it's more realistic as it is, it seems like it it could use more constrast/colors.
    It's really gray right now...

    Tuning down the fog around the map might help too. It's appropriate around the water, but it doesn't seem to fit so well for many of those corridors. (at least not at the thickness it is now)
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    edited September 2006
    <!--quoteo(post=1567744:date=Sep 24 2006, 01:43 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Sep 24 2006, 01:43 PM) [snapback]1567744[/snapback]</div><div class='quotemain'><!--quotec-->
    I wish hl1 could do halos and mist/fog like that, without the dreaded runtime entities eatin away at your brainstem
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Don't get all cheerfull about fog in hl2 untill you've tried walking through it with a computer that was built in the stoneages.

    My computer is:

    and old socket 486 p4 3.0ghz
    768mb memory
    and a radeon 9550xt

    Walking through that thick mist at pump access cuts my fps in 1/3. I'm hoping to get someone to try it on a more 'average' computer and see how it goes. Otherwise it gets removed.

    Thing is, i'm planning on a hive being in the water treatment area, and pump access with marines up top will slaughter any skulks coming out the bottom way, that's one of the reasons for that heavy mist there, makes it very hard to see things on the ground from up the top.

    I'm trying my best to put off doing locations like hives untill i can get a better idea as to the dimensions/texture of a hive in nss. No good making a hive room then finding out the hive doesn't fit.

    I'm fiddling around with the lighting a bit, when im done with that i'll post a .bsp and you can walk around for yourselves. Probably be tomorow, maybe late tonight.

    0, and i have taken out the map fog (the thick stuff at pump access is still there)
  • Death_by_bulletsDeath_by_bullets Join Date: 2004-03-14 Member: 27336Members
    ok So I don't remember the Gmail account, but there is one that was given out (Username and Password) Which contained all of Supernorns redone textures (And those done by other people). If we could find this account it'd be like finding a gold treasure chest! Or maybe one of you nim rods has the info.
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    edited September 2006
    ok. I've tweaked the lighting around a bit. Removed the map fog and fixed a few texture alignment problems.

    This time i downloaded gimp and tweaked the colour & contrast so the screenshots are alot better.

    Behold:

    <img src="http://dys-tools.com/nss/re-lighting/ventilation-pumpaccess.jpg" border="0" alt="IPB Image" />

    This is the room between ventilation & pump access again.

    <img src="http://dys-tools.com/nss/re-lighting/ventilation.jpg" border="0" alt="IPB Image" />

    This is ventilation again

    <img src="http://dys-tools.com/nss/re-lighting/auxilary.jpg" border="0" alt="IPB Image" />

    this is auxilary again


    and:
    <a href="http://dys-tools.com/nss/re-lighting/NsS_Bakura.rar" target="_blank">NsS_Bakura.rar</a>
    comes in at 3.5mb
    10mb unzipped
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    yeah i like that a lot more than your previous shots. I kinda prefer the brighter look over the depressing one. The only thing i can complain is that it doesn't look very futuristic.. i guess if you can get your hands on decent textures the looks would so much improve cause you got some nice and realistic brushwork there! Keep it up!
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    edited September 2006
    yeah, there arn't many futuristic looking textures other than the combine ones and they just don't fit at all.

    Funny thing is, people keep saying that it's more realistic that i used concrete instead of metal .. they ARE metal! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />. i think there's .. 3? concrete textures in there and about 15 metal ones. I guess they just give off a concrete kinda feel when mixed togethor like that.

    Going to start looking for the old gmail texture project. I think i have the account info stashed away somewhere

    I've been trying to make the map feel a bit more .. interactive (for lack of a better word) too. For example, that large beam hanging from the ceiling in the 2nd picture (edit, 1st picture, sorry) of my last post. I had that set up so it would fracture and colapse if an explosive went off near it. But the rubble was in the way too much so i took it out temporarily.
  • Death_by_bulletsDeath_by_bullets Join Date: 2004-03-14 Member: 27336Members
    I have something to help you on your quest. Thanks 6john.
    A gmail account.
    Username: nsstexture@gmail.com
    Password: nssource

    Give those textures a go on your map.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    edited September 2006
    <!--quoteo(post=1567821:date=Sep 25 2006, 02:05 AM:name=Mentar)--><div class='quotetop'>QUOTE(Mentar @ Sep 25 2006, 02:05 AM) [snapback]1567821[/snapback]</div><div class='quotemain'><!--quotec-->
    Don't get all cheerfull about fog in hl2 untill you've tried walking through it with a computer that was built in the stoneages.

    My computer is:

    and old socket 486 p4 3.0ghz
    768mb memory
    and a radeon 9550xt
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    There is no such thing as a 3000 MHz 486, they stopped at 133 MHz. You're probably talking about a Socket 478.

    Fog has little or no performance hit in maps since it's basically in "sheets". Now, func_smokevolumes can have a big performance hit if used in large areas, or used wrong since it's essentially drawing a ton of sprites. But judging from those screenshots, I don't think that smokevolume will be too big of a hit.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited September 2006
    Hehe would be cool if there was <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> mayor OC right there...
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    edited September 2006
    <!--quoteo(post=1567938:date=Sep 25 2006, 10:14 PM:name=GiGaBiTe)--><div class='quotetop'>QUOTE(GiGaBiTe @ Sep 25 2006, 10:14 PM) [snapback]1567938[/snapback]</div><div class='quotemain'><!--quotec-->
    There is no such thing as a 3000 MHz 486, they stopped at 133 MHz. You're probably talking about a Socket 478.
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    yeah, i sorta knew i was wrong when i posted that. Couldn't remember what the number was. Figured you'd know what i was talking about anyway.



    And i already found that gmail account. Thing is, it seems like when the guy did the ns2 wad, he didn't account for the different scale. I tried a few of the wall textures and in order to make them a proper size to fit on the wall i had to blow them up to 1.0 size, when the standard should be .25. Needless to say, blown up like that, the quality declines rapidly so i can't use them unless i feel like building a really tiny corridor .. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> .


    And i quite like how it looks now. Who says every ns map has to look all shiny and futuristic? Don't they have poor people in the future?
  • Death_by_bulletsDeath_by_bullets Join Date: 2004-03-14 Member: 27336Members
    have you tried the Lab textures?
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    not yet, just tried the ns2 one
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    o and, you see the door on the right in the marine start picture? That's a weapons locker. The door just opens up into a small room with some cages and pretend weapons/ammo etc.

    The door can only be opened from the outside <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />. i'm very much looking forward to the 1st few people locking themselves in <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> . Lock a fade in and you're a legend <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • WigglesWiggles Join Date: 2003-05-13 Member: 16253Members, Constellation
    To be honest thats a good effort with default HL2 textures and the like, I have one query though;

    Trees underground!?
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    <!--quoteo(post=1567975:date=Sep 26 2006, 09:10 AM:name=Wiggles)--><div class='quotetop'>QUOTE(Wiggles @ Sep 26 2006, 09:10 AM) [snapback]1567975[/snapback]</div><div class='quotemain'><!--quotec-->
    To be honest thats a good effort with default HL2 textures and the like, I have one query though;

    Trees underground!?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    You'll notice that it's dead <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> and there are plenty of plants that grow underground in caves and the like.
  • RSXRSX Join Date: 2004-08-18 Member: 30703Members
    I've started recreating all the original textures from ns2 to higher resolution. Should have them done in a week or so. Lemme know if you wanna test them in your map, and i'll set you up with a d/l link, as i finish them?
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=1568046:date=Sep 26 2006, 04:08 PM:name=RSX)--><div class='quotetop'>QUOTE(RSX @ Sep 26 2006, 04:08 PM) [snapback]1568046[/snapback]</div><div class='quotemain'><!--quotec-->
    I've started recreating all the original textures from ns2 to higher resolution. Should have them done in a week or so. Lemme know if you wanna test them in your map, and i'll set you up with a d/l link, as i finish them?
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Isn't that like 100 textures? Just expanding a small texture in photoshop to make it larger doesn't improve the quality of the image at all... You really need to redraw them if they are going to be an acceptable quality for a source map...
  • RSXRSX Join Date: 2004-08-18 Member: 30703Members
    I said <b>recreating</b> not resizing. Yes they have been redrawn in ps and will look better than the originals at higher res.
  • RSXRSX Join Date: 2004-08-18 Member: 30703Members
    Heres a quick preview of some i have remade from ns2.wad

    Hope too have some more done this weekend.

    All at 1024x1024 at the moment.

    <a href="http://img63.imageshack.us/img63/2613/tryf2ra0.jpg" target="_blank">http://img63.imageshack.us/img63/2613/tryf2ra0.jpg</a>

    There not compiled yet, but if anyone wants to test pm me and i get the compile done.
  • tigersmithtigersmith Join Date: 2004-11-11 Member: 32749Members, Constellation, Reinforced - Supporter
    Wow nice work..how long did that take you to make?

    <!--quoteo(post=1568335:date=Sep 28 2006, 02:08 PM:name=RSX)--><div class='quotetop'>QUOTE(RSX @ Sep 28 2006, 02:08 PM) [snapback]1568335[/snapback]</div><div class='quotemain'><!--quotec--> Heres a quick preview of some i have remade from ns2.wad

    Hope too have some more done this weekend.

    All at 1024x1024 at the moment.

    <a href="http://img63.imageshack.us/img63/2613/tryf2ra0.jpg" target="_blank">http://img63.imageshack.us/img63/2613/tryf2ra0.jpg</a>

    There not compiled yet, but if anyone wants to test pm me and i get the compile done.

    <!--QuoteEnd--></div><!--QuoteEEnd-->

    OOOOO tell me when those are done compilin i would love to try them..
  • RSXRSX Join Date: 2004-08-18 Member: 30703Members
    Took about 15 minutes each. Not compiled yet tho. Will be soon for testing.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Its got the feel to it, but mainly because of the fog.

    I highly suggest taking all of it out, tweaking your lightning and then put it back in select sections only.

    I cant really comment on the textures since they are still temporary as you said, but i do stress that since the map is like a mini "city" underground, that you have a mix of thats "civilian" and whats "military/industrial" and CLEARLY see the definition and the transitions between the two.

    As for lighting, again, since its underground, focus on wall mounted lights instead, since huge walls of concrete and waht not are not the best to drill holes into to put in lights. You might not realise it now, but youll see its pretty evident if you think about it <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />

    Also, increase the brightness and the contrast of your lights and snug em against the walls to create a V shape beam on it for the corridors. This makes it a lot easier to create shadows and for the aliens to hide into it. If you leave all the lighting coming from the sceeling, it creates ambiant lighting and lights up everything.
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