Something Iv Been Working On

SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
edited June 2004 in Mapping Forum
<div class="IPBDescription">work in progress map</div> here sum pics of a map i'm working on co_airlock is its temp name itl prolly change. DarkFighter is doing the ms and sum other rooms for it the below pics are wot ive done sofar and i'm posting here for comments/contructive crit. plz dont just say u dont like it i'td be better if u say how it could be better <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

the crane in this pic move up and down the track on the ceiling making u have to fight round it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

Comments

  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    bottom of the same room as above
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    the sewer bit with waterfall and particle system
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    looks good...very grimey... only sticking points for me are the following

    <b>pic 1)</b> texture alignment on stairs is off.
    <b>pic 2)</b> use a higher res texture for the lights on the stairs or don't stretch it so much. Perhaps consider an overlay as well?
    <b>pic 3)</b> pretty good overall, except the pipes on the roof look a little flat. Can't tell from the pic if they are actual pipes or whether you just slapped a pipe texture on a flat brush - either way - it doesn't look too convincing
    <b>pic 4)</b> same corridor - looking at it from this angle I think you need some sort of skirting board around the edge of the floor. It just looks too simplistic.
    <b>pic 5)</b> looks nice, perhaps rotate that light round so it follows down the sewer. It looks a little strange the way it is. Again, consider overlay texture so only the bulbs are lit. Oh yeah, less scale in the light texture (like the ones on the stairs)
    <b>pic 6)</b> fairly good. Not sure what the deal is with you and the scaling of light textures. Perhaps you should consider making a new texture using the old one and doubling the width of it so it doesn't look so stretched?

    There you go.. my two cents... I hope they help... ignore me if you want... your map, your call..
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    thnz 4 ur comments hanz i'll consider them when i'm improoving on it i think u prolly do have a point on the lights being stretched i mite look for/alter/create one to replace them or maby even just un stretch them so its 2 bulbs withe rather than one.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    on a more physics note, the first to pictures show a crate on a roof track going down stairs

    currently uve got it sloping down with the stairs, i dont rekon u wud make it do that in real life, as it wud add unnecassary stress on the joints it u get what i mean
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    yeh i c ur pt kester i'm gonna c if u can disable the rotation thingy in the func_tracktrain
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    edited June 2004
    i fixed the lift it did look a bit weird at that angle and i changes the light tex on the stairs. i angled the lights in the sewer to angle down it made a little diference bt nt a huge diff.
    oh and my pipes ont eh ceiling are just texture on a flat brush, if i make them round my r_speeds will go too high it isnt too noticable ingame bt i mite pt a grate infront of them so u cant tell as well.
  • Jesus_GreenJesus_Green Join Date: 2004-05-01 Member: 28351Members
    It's a nice looking map. I thought the light scaling was fine though. The pipes did look flat though, and that spoiled the mood a little. It's still a good map with a nice atmosphere.
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    Looking good, if not a tad square...but that might be purposely done <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    <b>snake_ub</b> - Looking a bit better in that pic. I don't think there was a problem with the other texture but the new one looks fine to.

    When I spoke of overlays for the texture lights, I am curious whether you've used them before. They are a very effective way of making the lights look a hell of a lot better. Especially with the texture you have chosen now, you would be silly not to use them.

    An overlay is a seperate texture which is a copy of the original light texture but has everything (but the actual light part) removed. You change the make the overlay 1 unit thick and place it in front of the original light. Change the overlay brush to a func_illusionary with additive settings, make the overlay texture the texture-light (via the rad fle - remove the other texture so it doesn't emit) and PRESTO! only the bulb appears to be bright. I have attached a picture...
  • Jesus_GreenJesus_Green Join Date: 2004-05-01 Member: 28351Members
    Wow, overlays sound cool, though annoying to do.
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    are the overlay textures included in the ns wads or do i have to create a custom wad to do it?
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    edited June 2004
    I've been messing about with fraps and done a short vid of a lerk flying round , it also give u a glipse of a room i didnt screenshot. I couldnt find any textures that looked like an overlay in the wads i gt the light textures from, i mite look into making sum overlays when the map is finished. I suppose the pipes do look a little flat, has anyone got any ideas to make it look better without causing a large r_speeds increase?

    for anyone who would like to see it and comment on it its in a zip file and is about 3meg

    snakemaps.megazones.net/Videos/co_airlock_b4a_0001.zip
  • DarkFighterDarkFighter Join Date: 2004-02-06 Member: 26146Members
    if there isnt an overlay for the texture u want, just open up wally, load the texture u want an overlay for and then black out everything but the light. and then save it as fx_blah_blah. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> and then just follow hanz example
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    The map is now in beta testing stage it isnt fully tweaked yet but i'm trying to ensure the layout is playable, at teh mo the only things i'm working on are reducing hives r_speeds and maby doing some overlays for the lights.

    <a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=471' target='_blank'>Liky Here to nsworld post</a>

    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
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