My Map Pics
Jean_Luc_Picard
Join Date: 2003-02-03 Member: 13051Members
<div class="IPBDescription">I hope this works</div> REDONE!
I worked a bit using the tips given here, and I think it looks a little better.
I'm still working on getting updated shots... and I'm hoping to start getting some compiler shots soon (no lighting done yet still... sorry to say that)
I tried compiling the ready room and when I couldn't fix the leak, I scrapped it (it sucked anyway) and made a small temp rr... kinda small and sucky, but hey, it works!
New pics
<img src='http://12.22.230.41/MicroTech/Hosted/Images/MAP1.JPG' border='0' alt='user posted image' />
This one is the entire map from the top thus far (around 5% completed now)
<img src='http://12.22.230.41/MicroTech/Hosted/Images/HallwayOneBattle2.JPG' border='0' alt='user posted image' />
This one is of a spot where the previous inhabitants had valiantly tried to hold back the kharrah infestation... with little success
Rest of the pics here... not all are up to date (I just got back from my trip to south carolina saturday at aroudn 11 pm... and it's now 1:47 am on a monday morning... so yeah... been up too long w/o sleep)
<a href='http://12.22.230.41/MicroTech/Hosted/Images/OfficeBuildingInsideTop.JPG' target='_blank'>The Office Building, inside and top</a>
<a href='http://12.22.230.41/MicroTech/Hosted/Images/OfficeBuildingElevator.JPG' target='_blank'>The Office Building, lift elevator</a><a href='http://12.22.230.41/MicroTech/Hosted/Images/UnfinishedRR.JPG' target='_blank'>The UNFINISHED ready room</a>
<a href='http://12.22.230.41/MicroTech/Hosted/Images/ExitArea(exploded)1.JPG' target='_blank'>The Top Room exit (exploded view)</a>
<a href='http://12.22.230.41/MicroTech/Hosted/Images/ExitResNode(topdown).JPG' target='_blank'>The Exit res node TOP view</a>
<a href='http://12.22.230.41/MicroTech/Hosted/Images/ExitResNode(sideview).JPG' target='_blank'>The Exit Res Node, SIDE view</a>
<a href='http://12.22.230.41/MicroTech/Hosted/Images/TopRoom1(unfinished).JPG' target='_blank'>The UNFINISHED freefall egress</a>
<a href='http://12.22.230.41/MicroTech/Hosted/Images/TheEgress.JPG' target='_blank'>The Egress to the hallways</a>
<a href='http://12.22.230.41/MicroTech/Hosted/Images/BattleHallLastStand.JPG' target='_blank'>The Last Stand in the Battle Area</a>
<a href='http://12.22.230.41/MicroTech/Hosted/Images/BattleHallLeftSide.JPG' target='_blank'>The Left Side battle hallway</a>
I worked a bit using the tips given here, and I think it looks a little better.
I'm still working on getting updated shots... and I'm hoping to start getting some compiler shots soon (no lighting done yet still... sorry to say that)
I tried compiling the ready room and when I couldn't fix the leak, I scrapped it (it sucked anyway) and made a small temp rr... kinda small and sucky, but hey, it works!
New pics
<img src='http://12.22.230.41/MicroTech/Hosted/Images/MAP1.JPG' border='0' alt='user posted image' />
This one is the entire map from the top thus far (around 5% completed now)
<img src='http://12.22.230.41/MicroTech/Hosted/Images/HallwayOneBattle2.JPG' border='0' alt='user posted image' />
This one is of a spot where the previous inhabitants had valiantly tried to hold back the kharrah infestation... with little success
Rest of the pics here... not all are up to date (I just got back from my trip to south carolina saturday at aroudn 11 pm... and it's now 1:47 am on a monday morning... so yeah... been up too long w/o sleep)
<a href='http://12.22.230.41/MicroTech/Hosted/Images/OfficeBuildingInsideTop.JPG' target='_blank'>The Office Building, inside and top</a>
<a href='http://12.22.230.41/MicroTech/Hosted/Images/OfficeBuildingElevator.JPG' target='_blank'>The Office Building, lift elevator</a><a href='http://12.22.230.41/MicroTech/Hosted/Images/UnfinishedRR.JPG' target='_blank'>The UNFINISHED ready room</a>
<a href='http://12.22.230.41/MicroTech/Hosted/Images/ExitArea(exploded)1.JPG' target='_blank'>The Top Room exit (exploded view)</a>
<a href='http://12.22.230.41/MicroTech/Hosted/Images/ExitResNode(topdown).JPG' target='_blank'>The Exit res node TOP view</a>
<a href='http://12.22.230.41/MicroTech/Hosted/Images/ExitResNode(sideview).JPG' target='_blank'>The Exit Res Node, SIDE view</a>
<a href='http://12.22.230.41/MicroTech/Hosted/Images/TopRoom1(unfinished).JPG' target='_blank'>The UNFINISHED freefall egress</a>
<a href='http://12.22.230.41/MicroTech/Hosted/Images/TheEgress.JPG' target='_blank'>The Egress to the hallways</a>
<a href='http://12.22.230.41/MicroTech/Hosted/Images/BattleHallLastStand.JPG' target='_blank'>The Last Stand in the Battle Area</a>
<a href='http://12.22.230.41/MicroTech/Hosted/Images/BattleHallLeftSide.JPG' target='_blank'>The Left Side battle hallway</a>
Comments
sorry.
/me runs of to the toilet.
Crappy idd.
Someone stab my eyes out. please.
Also note that hammer shots (unless you are asking about help with a mapping problem or for tutorial reasons) are generally considered "crappy".
if anyone would be willing to do the lighting for me (we only have one other mapper ATM in our clan, and he's newer than I am) I'd greatly appreciate it... I've just never been able to get the affects I wanted from the lighting... *sighs*
It's not a funmap... dear god stop saying it is XD I've decided NOT to do a siege room at all, and the hives are NOT in the same place... it's not nearly done, these screens are just to get feedback... and saying it's craptastic doesn't really help... <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
What would help is telling me WHAT is so bad about it <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
also... just a side note... I got some good comments from the G4B2S, SpyderS, and DEAD clan people about my map... and I know G4B2S has 3 servers in the top ten, one in the top 5... so... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> what's up with that... they like it, and ya'll dont? *ish confused*
However most people posting on this part of the forums have been mapping for quite a while now and therefore are not easy to impress. We usually pay attention to things the "casual" player doesn't (that much). Just an example:
In your first picture have a look at the wall with the light on the left. The light itself is streched a lot to fit the whole face. The rest (the "case" of the light if you will) of that block however is covered in a similar texture that has a scale wich is a lot smaller than the light. Then have a look at the wall where the texture is scaled up a lot again. Look at the ceilling - the texture is smaller. This is just one simple example of details people here may pay attention to.
Also, as already mentioned by AlienCow, your texture usage seems to be very repetative. Please do not mix that up with "you are using the same texture all the time"! There are maps that use a certain theme without being too repetative (just have a look at ns_eclipse or ns_veil, that make wonderfull use of wall_lab and still do not look too repetative), however if you rely on a texture to make up for missing architecture you might get some negative feedback on that.
Last but not least: Try to learn how to use lighting - Having other people do the lighting for you will not help you in the end. Usually this is only effective in mapping teams. Just start with a small room with done achitecture. and add a few texture lights. When you have modifired the lights.rad so it looks ok for you, go for the next step: use light spots to create contrasts.
Tweaking lights is very difficult and usually takes quite some time, however once you have found out 3 or 4 good "light templates" you can basically use them to light a whole map quite fast. After all it's just a matter of experience.
I hope you can now understand the negative feedback from us here. Good luck with your mapping, take your time and show us your results. You might also want to join #nsmapping @ gamesurge to get some help/hints.
/Hyper
This is the kind of feedback I needed! See... I'm still very new to mapping... got quite good at it on my laptop during thes chool year, but when it died I gave up for a while... I'm just trying it again
Light spot... whazzat? I hate to sound stupid... but I am
And as for the texture sizes... i never even thought of that! Lol, I'll try fixing that up, then re-posting it when I'm done
As for the ready room... it's kaput.. had an irreperable leak in it (fixing the leak would have meant re-doing the ENTIRE thing...) so I'm going to make a new... simpler one.
Work on small parts, make them artistic and don't worry about making a full map.
Just learn to make good architecture before you attempt to make a full scale map.
Create Entity - Properties - Light_Spot
Sorry man but this is going to need a lot of work before it's worthy for a release
My eyes felt like Kinder Eggs being ripped apart by 1000 children.
bbl
<b>Tools I find useful and therefore recommend practising:</b>
<b>Brush tool</b> to create brushes.
To manipulate brushes I use <b>Clipping- tool</b> and <b>Vertex- tool</b>. In simple taskes I use clipping- tool, because vertex tool might lead into invalid brushes if you're not careful.
<b>Texture application tool</b> to browse for textures and then apply them to selected face. (the <b>"the apply current texture"- tool</b> is also useful as it textures the whole brush with selected texture)
<b>Entity tool</b> is used to create entities, in example lights. You select the tool, left-click where you want the entity be placed and then right-click it, select "create entity", right click again and select properties. Then, in example, you select <b>light</b> from the dropdown menu. Then close the window and you have light placed! From properties you can change it's settings.
You can also make entities from brushes <i>(brush based entities)</i>. Select the brush, right-click it and select <b>tie to entity</b>.
website I found useful when I started mapping:
<a href='http://countermap.counter-strike.net/Tutorials/' target='_blank'>Counter Map Tutorials</a>
(edit) some corrections
meh, I need to learn the ins and outs of mapping, including making my own .wads... anyone have a good tuit to teach wad making?
please, forum moderators, SWAP THE FORUMS!!!
PLEASE!!! *cries like a baby*
little help for the newbie-mapper (in general):
- take your time (we are not talking about hours, we are talking about YEARS!)
- get yourself a lot more maps than the mods give to you. loads of maps!!!
- explore this maps, make screenshots whenever you think "wow!"
- study this screenshots, what was the cause of the "wow!" ?
- this may sound odd but try to imitate this effects
Im not talking about copying but about trying to think like the author of the map.
you will then slowly create your own workstyle, avoiding some problems you saw within other maps. its compareable to the evolution, one small step a time.
finally, when you watch yourself open the editor, when all other people are asleep, when you are carrying a piece of paper and a pencil wherever you go and last but not least give tipps to the next generation of mappers: you had become a mapper...
-=Lt. Gravity=-
I'm trying to teach my clan leader to map XD
And I made my mom draw me 4 renders of the house we stayed in at South Carolina with some... interesting... angles <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Why Hammer shots?! C'mon, give us some ingame shots.
It'll be pitch black if I do (I think)
if you REALLY want in game shots... I'll add a few white lights... and just show you that way... tho I got no PS's, none of my transparencies are set... nadda yet <(^_^);
And no, without lights it wont be pitch black, it will be full bright, which looks crap anyway, so just add some lights <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
EITHER: search for the advanced lights.rad in this forum
OR: just write down te name of the texture you want to emit light. now add the four lightvalues behind...