The new ss nothing
realityisdead
Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
<div class="IPBDescription">5 "th7" shots...</div>First off, for anyone who was following the progress of my ns map "Space Station Nothing", I have pretty much started over, and am designing it with a new style in mind. New layout and everything. I may keep a few of the more technical areas that I had before, but most of it is being completely overhauled. I have been working on it for quite a while now, but finally decided to post some screenshots.
It really isn't the same as running around in it in-game, but the shots get the basic idea across. I can also imagine it may be a bit hard to make out the pictures in a bright room, as is the case ingame. The shots may also be a bit repetitive, as this is a generally small area.
As far as r_speeds go, I intentionally left the map bare of brush details, and therefore the w_poly in this particular area averages around 400. In hallways around 200.
Anyway, here are the shots: Hope you like the new style.
#1.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/th7_01.jpg" border="0">
#2.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/th7_02.jpg" border="0">
#3.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/th7_03.jpg" border="0">
#4.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/th7_04.jpg" border="0">
#5.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/th7_05.jpg" border="0">
Feedback, as always, is welcome. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
It really isn't the same as running around in it in-game, but the shots get the basic idea across. I can also imagine it may be a bit hard to make out the pictures in a bright room, as is the case ingame. The shots may also be a bit repetitive, as this is a generally small area.
As far as r_speeds go, I intentionally left the map bare of brush details, and therefore the w_poly in this particular area averages around 400. In hallways around 200.
Anyway, here are the shots: Hope you like the new style.
#1.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/th7_01.jpg" border="0">
#2.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/th7_02.jpg" border="0">
#3.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/th7_03.jpg" border="0">
#4.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/th7_04.jpg" border="0">
#5.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/th7_05.jpg" border="0">
Feedback, as always, is welcome. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Comments
very nice lightning indeed!
The pictures of the other areas were a bit too dim for me to judge.
Mu,
No, they are simple light_spot's set at angles through bars. The bars really do nothing to make the patterns of rays, like you would expect.... they simply make the edges sharper and not rounded. Each ray of light is a seperate entity.
I didn't adjust the chop value, so it should be at default (64?).
As far as the orange lights go, they do show up a lot better and brighter ingame. The whole thing is more natural looking ingame.
Yama,
Thanks for pointing out the texture error. I, personally, don't mind the occasional misaligned texture, but seeing as it <b>was</b> noticed, I'll probably fix it up. Thanks for the tip. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
As far as it being too dim... you'll be able to make it out better in the evening. The map is really quite glare sensitive. Though it is somewhat on the darker side.
One thing, maybe you could brighten it up a little... it looks a little bit too dark right now
Juggle: Actually, in game they well be 'brighter'. (Not really brighter, but the the brighter a texture, the brighter it will become. So dark stuff will stay dark.) There's this really cool little trick that the programmer threw in to do that, but it doesn't transfer over to screenshots.
Here's an url <a href="http://www.hyperionics.com/index.asp" target="_blank">http://www.hyperionics.com/index.asp</a>
I doubt any screenshot program will work, because the env_gamma modifies your monitor settings. The screen capture program would have to look at your monitors gamma ramp, then post process your image when it saves it out. I noticed that Hypersnap does have support for gamma correction, but I can't tell if it acheives the same effect.
You can achieve this effect manually by opening you screen capture in Photoshop, then selecting Image->Adjust->Levels (control-L). There are three values next to "input level". Change the last value according to this formula:
value = 255 - (WorldcraftGammaSetting - 1.0)*128
So a gamma ramp of 2.0 means that value should be 128, 1.5 should be 192, etc.
Must... create... something... good...
<b>*Mimics the thought patterns of Mr Weldon a little up the page*</b>
Must... stop... looking... at... forums...
Must... create... something... good...
Well there is a remote chance that I may keep some of the previous areas I designed earlier... It's possible.
What I have planned now is just a lot different in terms of style and layout. R_speeds were holding me back before, but they can be kept reasonable with this current method/style.
The biggest problem here is getting it to look decent with this style of lighting. It can also hide some of your architectural detail if you're not careful. I remeber telling someone not to use <b>only</b> spotlights in his map, but that is pretty much what it is here... there are just so many...
I think it (the lighting style) is easy enough to create, once you figure it out... but is quite the challenge to get looking good in any and every area. I am also going to have to not let it get old or tiresome to look at, and must not light every single area in the map the same way. Obviously.
With that in mind, there may be a few sections of the old SSN that might find their way into this one... maybe. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I liked that old layout too... but it simply would not work for this current theme. It's too basic. After some recent work I have just done on the map, I have decided that absolutely nothing from the previous version will be making it's way into the new one. It just doesn't fit in. But there is always the slight possiblity that I will finish the old SSN as a completely different map. Same layout and everything. Possible.
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I personally think it could seriously hamper you're popularity if you use a new layout :/<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
While I truly appreciate your concerns here, I honestly couldn't care less about my popularity. It's really not important to me. Sure, I want to do this for a living, but as I've said before, personal popularity does nothing for me. I'd rather worry about my level design. (And I do... heh)
I really don't think you have to worry... the new layout, while not final and ready for presentation, should suit the map just fine. I think it will be quite fun for the commander too. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I was going to make a similar comment here -- popularity means jack in level design. Well, to me and Ken at least, heh... Far too many people let the 'big names' rule everything and worship everything they do while equal and or better people are left aside if not flamed out of existence (well, it's really just the CS community that does that, but still).
I'd rather let my work speak for me than my name. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I love Cronenberg, but Spielberg's artistry reaches so many more people. Even if your name isn't associated with it, don't you want to impact people?
I certainly want everyone to know about this level and who made it when it's finished, but striving for superstar status is the community is not the most important thing. And as KFS said, there is always people out there that are more talented then the most popular.
You are a Game Designer. If you needed a level designer for a game you were creating, who would you choose for the position? The more talented, or more popular level designer?
I understand that good PR and popularity is essential for games/mods/all forms of art... but it's just not on the top of my priority list. I know that the whole thing will be a waste of time if no one knows about it, and I never meant to convey that I want otherwise. You kind of have to strike a balance between over-self-glorifying and sitting there keeping your work to yourself. You need to adequately promote your work, without going overboard. I have a hard time with this, but I don't really think I need to worry about it right now.
Sure, I want to make an impact, but my personal "popularity" level doesn't mean as much to me as the quality of my work. I understand the importance of promoting my work, and never meant to suggest otherwise. I just don't like the way this popularity over quality thing works.
I repeat myself a lot...
If that makes any sense... I'll... ah... pretend it does.
/me looks around nervously.
If that makes any sense... I'll... ah... pretend it does.
/me looks around nervously.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Makes perfect sense to me.
I, unfortunately know what it is like to be that egotistical maniac whose every move is worshiped... well sorta. And it's not good. (Sorry Flayra, I know you've heard this story a million times)
A couple years back, I joined a certain MOD team as lead level designer. I was capable of creating some fairly visual pleasing rooms in WC at the time, and wasn't afraid to show off. The problem was, I had pretty much zilch interest in the theme of the mod. I wanted to create my own stuff and kind of force feed it into the mod. And I was allowed. The MOD lead thought my work was amazing (I shudder when I think back to those maps), and I was pretty fond of it myself. I kept showing off pictures of my levels on the site, and then scrapping the map. Not a single one of them ever amounted to anything more than a off themed one-roomed map. Not because I came up with something which I liked better, and wanted to spend my time on the newer map (as is the case with SSNothing), but because I never really wanted to put forth the effort to actually complete a full, playable level. I knew, deep down, that I would <i>never</i> finish a map for that team, but I continued to post new shots, come up with new fancy names, and <b>promise</b> that I was going to finish <u>this</u> one... and never did.
I was in it for the fame and popularity, and the oohs and ahhs I got by posting new shots on the forums... I was in it for myself... not the team. And, obviously, I was worth absolutley nothing to the team.
I can only hope that no one on these forums has those same intentions in place, because if you do... you're intent is dead wrong. Trust me.
As for the others, who compliment only the highly popular, well known mappers on these boards, yet completely ignore the lesser known designers, whose work shows amazing potential... shame on you. I don't have any examples, and wouldn't say even if I did... All I know is that I try to comment on <i>everyone's</i> work, and I don't see why if you have the time to tell some superstar mapper how good his work is (like he doesn't get it enough), you can't quick like tell the next guy how to improve his map, or give him a thumbs up. It's maddening... the guys that actually need a pat on the back every once and a while usually go ignored for the most part.
(This is veering even more off-topic... not that I mind... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> )
Theres more to this argument than technical proficiancy. A lot of people can maps, but its having the right attitude to manage those skills that is important, especially when you progress from mod semi-professionalism to do it for a living. Doing it for a living requires a different approach, deadlines, milestones, time constraints. You will be expected to produce levels that are of high quality in a set time for a retail game that will inevitably be judged on the quality of its content.
There is nothing wrong with self-confidance. It's a motivational force that drives you do excel and produce better products.
If you're lucky enough to be able to pursue level design as a carrer, the amount of critism you recieve will go up dramatically because of the nature of attitudes towards "big evil corperations" who make the games. The development process of a game is also going to be more involved to you. If you're work is not up to standard, if it has problems you will be told, they're not going to include a map just because they don't want to hurt your feelings. Often a map you have spent a month working on and may look awesome will be canned for different reasons, it's just something you have to accept, it happens.
finding a balance between self-confidance and reception to constructive critism is the key to success.