New Map- Noname!

t0phuxt0phux Join Date: 2004-08-31 Member: 31129Members
<div class="IPBDescription">RR is done :)</div> Well this is my first attempt for a map for NS, I need to know how I'm Comming along. All thats done is the RR. I put some partical systems in the RR, I don't know if this is good or bad. I can't check for R-Speeds, cause I don't know how. I think I did a good job on lighting. Some of the lights are fubard up, I just havn't adjusted the textures yet (LAZY.) And then aliens sign is revered, how do I fix this? Take a look, I need feedback!

Comments

  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Err, just post some screenshots..
  • t0phuxt0phux Join Date: 2004-08-31 Member: 31129Members
    Screenshots:

    Where I have 32 Spawn Points:
    <img src='http://www.team-nsa.com/hosting/blah20000.jpg' border='0' alt='user posted image' />

    Corridor to get to the JoinTeam:
    <img src='http://www.team-nsa.com/hosting/blah20001.jpg' border='0' alt='user posted image' />

    Corridor again:
    <img src='http://www.team-nsa.com/hosting/blah20002.jpg' border='0' alt='user posted image' />

    Join Aliens Sign Backwords, HOW DO I FIX?:
    <img src='http://www.team-nsa.com/hosting/blah20003.jpg' border='0' alt='user posted image' />

    Join Rines:
    <img src='http://www.team-nsa.com/hosting/blah20004.jpg' border='0' alt='user posted image' />

    Spiral Staircase to actually Join Team:
    <img src='http://www.team-nsa.com/hosting/blah20005.jpg' border='0' alt='user posted image' />
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    your joking right? add some more architecture.. its too...... crappy
  • the_bERtthe_bERt Join Date: 2004-06-21 Member: 29436Members
    although i cant see very much on the screens (make less screens but show more in them) i encourage you to add more architecture and stuff like computers or machinery and to read some tutorials...
    for example the wrong join texture can be fixed by adding a - "minus" before the scaling of the texture
    and make particles only where they fit, that steam is better used with some damaged pipes - hey make some of them
    the lightning is not good, its better to set the parameter in mapinfo called "default light" or so to something like 1.3-1.7, so you dont need so many lights

    I guess this is one of your first maps, so keep it on :o)
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    <!--QuoteBegin-the_bERt+Sep 8 2004, 09:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (the_bERt @ Sep 8 2004, 09:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> its better to set the parameter in mapinfo called "default light" or so to something like 1.3-1.7, so you dont need so many lights <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    u mean "gamma ramp" in env_gamma?
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    the screen where u see the bottom of the spiral staircase on the join aliens bit looks great, u should stop the player from seeing the whole staircase though
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    r_speeds can be checked by typing <i>r_speeds 1</i> in the console (funny that), you need to look for the wpoly firstly which is based more or less on how many vertices you can see at one time. I urge you to look at all the tutorials, guides etc. as these will tell you what the r_speeds should not exceed and other VERY IMPORTANT information. You will find on these forums and on other HL specific mapping sites. Please use search on these forums for the most basic things (once you read the tutorials you'll have a rough idea of what is basic and what isn't). In particular read the Mapping FAQ in this forum, the Official Mapping Guidelines for NS and ChromeAngel's guidelines too. All of these will give you a good introduction to mapping for NS and you'll save yourself the time you would have spent waiting for answers to the most common questions and queries. Also google VERC for more information.

    As for the screenshots, mappers won't be able to give as much feedback if you don't take them from suitable views and distances. Try to get as much in as possible and keep it to the most relevent shots. For instance the shot of the stairs is pretty pointless, as we can guess what they might look like from the previous picture. Regarding the stairs, you'll want to make them a func_wall to reduce wpolys, that is provided you want to keep them. The readyroom doesn't have to be too complicated, as it's effectively a gateway into the new round. The gates can simply be doorways, although it is nice when someone makes a variation on this theme (run NS, pull down console and type <i>map co_sava</i> or <i>map co_daimos</i> just to see how it can be done differently).
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin-BlackPlague+Sep 8 2004, 08:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlackPlague @ Sep 8 2004, 08:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> your joking right? add some more architecture.. its too...... crappy <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Your maps weren't that good either. But you're still right.. change your architecture.. try to create your own style.

    Was this your first map ever btw?
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    to view r_speeds: type in console
    developer 1
    r_speeds 1
    voila


    moving right along..

    the lighting is nice, tho not many different shades/colours are used. the room itself is way too blocky. try to create your own unique style of architecture. doesnt have to be too complicated. if your map has a theme, like for example its set on a mining colony or factory. or a research station whatever. try different stuff, until u feel u have the right feeling. a factory might have lots of pipes and stuff like that going on the walls, ceiling and why not the floor. also grating is very nice when used with care.

    you dont want to have too large floors, because that kinda forces you to use the same texture. break it up a little, make the room smaller, add elevation difference (doesnt have to be much) and maybe add stuff in the room, like that pipe you got there. (about the pipe: it doesnt look very good right now: it just like slides into the floor. i cant explain it but i hope u understand.)

    use more textures. atm i can only spot maybe 3,4 different. this goes with architecture actually. the more sides and shapes u have the more textures u want to use. experiment.

    id say the best pic is the fifth one, and u know why? it has the most variety in it :D of course it needs work too but its a nice start.
  • t0phuxt0phux Join Date: 2004-08-31 Member: 31129Members
    Thanks ALOT! I really appreciate it. I've done quite a few cs maps, they dont require that much architectiure <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I'm reading ChromeAngels guide and VERC's. The screenshots really dont do justice. If you have the time, load up the actuall map, and go looking around in it, it has a wierd "feel" to it. As for the pipe in the ground, there is one overhead, and one underground. The steam is comming out of vents, like I said, the screenshots dont do justice. I can't make that room any smaller, since I have 32 spawn points in it. I think I'm going to make some beveled rock walls, and add some computers. Thanks for your input, its exactly what I wanted to hear, except for, and I quote, "Its crappy."
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Don't forget that spawn point dont all have to be on the same level, you can tier them if you want a smaller room...
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Why are all your light fixtures in the 2nd pic fully lit? If it's so that the light texture itself is fullbright, you could have a NULL texture on the bottom of the fixture and make it a world-object, and then have an entity of the same shape with NULL on all sides except the side with the light texture on it. Alternatively, and this will save you some entities, you could just add the light name to your lights.rad file and give it an extremely small light value which will make it full-bright in game but not give off any light.
  • t0phuxt0phux Join Date: 2004-08-31 Member: 31129Members
    edited September 2004
    That is one side effect that I dont like <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> What I did was create the top (Wedge) and the Bottem (Light) brushes, and then grouped them. I tied it to an func_illusionary and set it to texture mode, and amount to 255. This gives the whole light fixture a "glow" which i dont like, and still allows a person to walk through it. The "light" entity is blaced below the fixture. So what your saying is to create 2 seperate "lamp fixture" brushes, with one of them, all the sides have "null", except for where the "light" texture goes. Then the 2nd one with the "rust" texture on it, but with a "null" texture where the "light" texture goes. And then overlap them?

    Here is a closeup of the light fixture. You can see the wedge on the top and the light on the bottem, witht the light entity below it.

    <img src='http://www.team-nsa.com/hosting/worldcraft.jpg' border='0' alt='user posted image' />
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