An entire cliff face?

badmofobadmofo Join Date: 2002-01-28 Member: 121Members
<div class="IPBDescription">2 new pix for you</div>unbelievably, r_speeds in this area stay under 700 for both the player and the commander at all times (well not at the angles i'm showing...but from the ground or in bob's case, on the cliff face)

This is what i meant by an alien (or jetpack marine) only route.  It's not really a "route" or "passage" but that's the point.  I feel this looks more natural and adds more gameplay than a typical alien-only "route" or "passage"

first off you can see my newly made marine startpoint on the cliff face.  To the side you can see the loading bay/landing pad (textures by cliff mallengard) with the placeholder for the transport ship.  And in the distance you can see the sync Lobby i showed you ages ago.

I'm still underneath my limits thanks to cliff modeling both the transport and landing pods...and probably more stuff in the future.

Before anyone mentions that the tops of the cliff faces look too flat...I will adress this issue if i feel it looks bad from the player's view.  And last by not least...these are the only outdoor area's in sync and also the only places that are SO well lit.  nothing else is this bright (which makes the rest of the map all the more eery)

<img src="http://filebox.vt.edu/users/malavi/NS_pix/newpix/marine.jpg" border="0">

<img src="http://filebox.vt.edu/users/malavi/NS_pix/newpix/outside.jpg" border="0">
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Comments

  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    I like it..
    I love it..
    I want some more of it.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    Whoa Bad that's just amazing, what an incredible design, only thing I'm worried about ,si the flyer Bad, he'll eb abel to fly and bump his head against the sky, that's not that bad, but he'll get to see those cliffs like on your first screen. Looks really nice tho
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    I absolutely refuse to believe that is Half-life.  Way to go <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    You will complete this map for NSBR1 or DIE in the process..Okay? <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Terrific job, BadMofo/Cliff. I have nothing more to add at this point - breathtaking detail work.
  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    UUUUUUUUUUUUMMMMMMMMMMMMMMMMMMMMMMMM!!!!!!!!!!!
    That is definatly the most amazzing thing ive ever seen in half-life, it looks like its been raytraced or something - the quality of the model is as good as the cliffs in Riven.
    Could you please post the second shot with out the lables, I want it as my desk top <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • BananBanan Join Date: 2002-02-22 Member: 235Members
    Sweeeeeet! Imagine standing somewhere there, scouting around when you see a L3 coming right towards you, HOLY MOLY!
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    It's beautiful <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> I want to die up there..or kill up there..either one will do!
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    wow man! i can imagine leaving the pale ligth behind and entering a world of pain...

    i hope there'll be deep holes to climb/fall down in.
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    Why would you want holes? <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Great shots, bm! Reminds me of Halo...
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Looks good. A couple things bother me a little, though:

    1) As nice as it looks, and as low as the polycount (apparently) maxes out in both player and commander views, what about the <i>practicality</i> for the commander? I see rooftops and other potential commander barriers.

    2) The support beams (or whatever you want to call them) seem a bit large and too blocky for the architecture to which they're attached. (I think the blockiness might be due to the thickness factor.) Also, they seem too thin for the amount they stick out/up.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I thought I was prepared, then this picture loads up that is surely a still photo from Star Wars or Dune.  My jaw dropped so fast I think it's sprained.

    Really very impressive.  

    Would benefit from a few scrubby weeds or some dry grass or somesuch.
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    This looks so great! its really nice...
    the thing kungfu states, are the upper ones func_seethroughs which still work or something?
  • badmofobadmofo Join Date: 2002-01-28 Member: 121Members
    wow - 15 replies in 3 hours...that's pretty good <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->.  Thanks for all the props...now lets adress some issues.

    about the level2 flyer...i didn't know he could literally FLY...i thought he kinda jumped then floated.  In that case I will definately make the tops of the mountains more rock-like and less flat.  But that doesn't mean he can hit the top of the map...I'm sticking clip brushes both at the top and near the bottom of the map so that aliens can't go too far up or down.  This way they don't go off "the mission."  Besides...most people won't want to go to the very extremes of the cliff so they won't notice anyway and it saves me lots of clip-node space.

    @kung-Fu Squirrel:  I assure you that on release, the commander will have no line of sight implications in any part of my map.  Secondly...which support beams...i have support beams for the lobby, the loading bay, and the marine start.  I agree the ones for the loading bay are a little thick...but it's holding up quite a lot of weight...i might change it later but for now most people won't ever even see it so it's not a priority.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Well deserved <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    The lighting is just spot on, the shadows are crisp and the brightness/color are perfect.
    The landing pad is also really nice, it sits well on the cliff, looks very natural
  • KnasterbandKnasterband Join Date: 2002-03-13 Member: 312Members
    Great! Really great! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    That's just... wow.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    ^ indeed ^ amazing work.. i love it...
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    It does indeed look stunningly beautiful.

    However...you do know that your plane count is going to jump off a cliff itself, right? Surely you can't expect to have that level of detail and not run into plane problems.
  • BananBanan Join Date: 2002-02-22 Member: 235Members
    taking a step on that map...
    It's a small step for me, but acctually, it's a BIG STEP FOR ME AS THERES THIS BLOODY HUGE L5 COMING RIGHT TOWARDS ME AND...
    jeez, I always seem to get carried away ;P
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    I love mofo <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Well... the planes will probably be high, but as long as their indoor areas are not excessively detailed, and rely on good texturing rather than tons of little bits sticking out... it should work.

    Right now my planes are at 65%, and my map is just 1% away from completion. My map is huge, stretching across the entire Worldcraft grid, so I think this cliff map can get under the limit. It doesn't seem to be as big, though the image certainly presents a grand scale to it all.

    This is a minor quibble, but I think the cliff would look more cliff-like if you used a rockier texture. The one you've got now looks like the sand texture from HL, which looks good, but makes the map look like you've buried your Action Figure Playset in the sandbox <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    <b>*drools*</b>

    Wow.

    <b>*drools some more*</b>

    I agree with Yama about the cliff texture though.
  • badmofobadmofo Join Date: 2002-01-28 Member: 121Members
    funny - i like my cliff texture....well....how about if somewhere along the way i find a better one i'll switch...right now it's not priority.

    merk - i agree...and although my indoor area's ARE extensively brush detailed...i've done a rather impressive job of keeping things along the same plane as much as possible.  Right now i have 3 hives and one route to go before completion...and my plane usage is at 71%.  I UNDOUBTEDLY will run into plane limit and clipnode limit issues...but i think i will be able to overcome them with a little reworking here and there.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I think the contrast that you'll be able to get here will just be wonderful.  I think that the rock texture could deal with being a bit darker, yes.  I also feel that there needs to be some kind of variation in the texturing, such as at the marine spawn.  I don't think it would make much sense to slam those pods into a rock face.  And definitely build up a little bit of the top of the rock if you can spare the planes.  (And the flyer is the level 3 <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->)
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    yeah, i also think the texture is a lttle bland and sady-looking . . .
  • The_ArtistThe_Artist Join Date: 2002-03-11 Member: 305Members
    <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo--> it just keeps getting better and better..
    its just not fair why did we have to wait years for work like this to come out huh, why didnt they make mapping like this on half-life.........good work btw <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> 0
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    How do I find out what %age of planes i've used?
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