The Ns_warehouse Project
Zerotech
Join Date: 2003-12-20 Member: 24583Members, Constellation
<div class="IPBDescription">My 1st ns based map in Progress</div> After getting advice from other people about using entitys and stuff, I've decided to create my own map, I'm just getting the hang of things about the textures, clipping tools, vertex shaping and stuff.
I've created a simple brainstorm of what the map will be in my final release.
Here is my brainstorm picture of the locations of the map and how i am going to create it.
<b>Map Creation Progress : 4% Complete</b>
I've created a simple brainstorm of what the map will be in my final release.
Here is my brainstorm picture of the locations of the map and how i am going to create it.
<b>Map Creation Progress : 4% Complete</b>
Comments
however the map isnt playable but only for viewing, as I understand I need to add textures and stuff befre i proceed to create the corridor access paths, the ready room will be the last thing for me to do as the ready room are easy to create.
post your feedback of what textures should i add and things.
Without looking at anything the only advice I have for you starting out is to not settle. Don't be happy with things being halfway towards what you want, take the extra ten minutes to four hours that it may require to do it right. Also I would suggest not trying to stretch into multiple areas. This gets kind of boring but I think it hones skills faster.
That said if you get bored what's the point? I guess try to balance it out.
weelll i know
post atleast 1 for us to have a taste its the only way to get some atention <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Pic 1 - Marines Spawn Loading Bay
Post your feedback what you think so far.
Here I've updated the texture of the wall situated closer to the comm chair with 4 sets of computer mainframes along with 2 pictures of x-ray skeleton screens, scarrryyyy <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
Pic 1
So I'll try to find images simular or a bit smaller in size to fit best.
Atm now I'm now getting the 1st exit path from the marines spawn. Currently I'm setting up the North Access Corridor, as I've already getting the texture layouts finalised and as well as the vertex shaping right.
atm my progress so far has been slow, I'd say I'm only 4% complete, without the proper textures, I've only managed to get the vertex shape happening.
Lighting can make or break a map and this overbright light in the middle is just wrong. The architecture is nice though, and with some nice lighting it would look so much better.
Happy mapping and hope to see more screenshots (can't help it I like screenshots <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
<span style='color:gray'>[edit]
And don't forget adding some nice shadows. This adds to the atmosphere of the map and NS mapping is all about atmosphere.</span>
I'm deciding on the final outcome for each room and path for their texture layouts, the pipeline room looks cool though, stay tuned as I haven't yet decided what texture I'll use for the celing. The lights I can deal with that as soon as I'm satisfied with the texture layout.
Pic - North Access Corridor (Lower)
Imho, the ceiling texture doesn't really fit to the Rest. And you should work on detailed Brushes.
A) work on your lighting. So far the lights that you have seem to be monocolored and difficult to produce shadows with. Kouji hit it right on the head here. You need to get your lights in order before you start adding any more rooms, as the more you add to a map the more difficult it is to modify the overall theme later.
B) Details. your rooms are bare. They look like sketches at the moment, and although there are good ideas lurking in there, you really need to go back over them and develop it more. Put details in. Things like door trims, support beams, wires, walkways, all that needs to be there. If you plan on really getting into that stuff later I still suggest you do a little bit of it now, just for practice and the off chance that you'll make something that will feature well in a yet-to-be-made part of the map. Also work on your hallways, get something besides two walls, floor, ceiling and some doorways.
My outright suggestion here is to stop adding rooms for the moment. You have given yourself a lot of canvas here already. Go back and add details, tweak the lighting, and keep looking for tutorials. Rooms can average ~500 wpoly (and peak at 800, although that shouldn't happen very often) If you have rooms that aren't even close to that, look for places to improve. Don't settle, keep trying to optimize what you've got so you can add enough to be happy. In that respect keep looking at tutorials, and turn gl_wireframe 1 on every once in a while to make sure your pipes aren't breaking up your wall brushes.
I'm really not trying to discourage you. It's hard to post your work for everyone to rip apart, especially when you're new to it and know that things could look better. You are doing well here.... better than my first attempts for sure. At least you didn't spend two and a half hours trying to figure out how to make a hole for someone to get from one boxy room to another boxy room. Just take your time on making this one, it's not a race after all. Keep at it and keep learning, then you'll do well with this.
Although it's not bright, I'm working on the marine spawn to look very attractive.