New Member, New Map

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Comments

  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Reduce the stretching on the plaspanel texture, I just realised how hideous it would look close up <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • KezeiKezei Join Date: 2003-09-23 Member: 21127Members, Reinforced - Gold
    Any new updates by chance?
  • GwythenekGwythenek Join Date: 2004-09-28 Member: 31967Members
    Sorry, but I have been working on this silently I'll try and post some screens perhaps next week, but this is taking quite abit of time, I have other things to do atm (university). I am going to have to copy everything into a new map file because I keep on getting errors (help: file not found when compiling) and I would also like to know how to use texlights, and I havent been able to find a tutorial on the ERC. As well as this, I would like to know how I can use textures in the map that aren't in ns.wad and ns2.wad (for instance hl.wad).

    nos_plaspanel is like my favourite texture, but I am worried about overusing it, but when I think about it in the context of a real (lol, not yet) spaceship, it seems logical that it would re-use styles, but I do have some engineering corridors in mind. I think the best way is to classify the corridors by level (Level 1, Bridge, Command, Medical - Like the first corridor I posted (a bit larger), Level2, Cargo Access, Like the second corridor I posted and Level3 Engineering, cargo control, a mix of engineering style corridors and plaspanel corridors). This all depends on what the corridor or room will be used for. Unfortuantley, my map seems like it will be corridor heaven. In reality though, the aliens ARE invading the vessel, so they will have to work hard for it, but I will try to achieve a balance.

    So far, I have got a small docking bay with a diagonal lift shaft (that was a pain to get right) a long cargo tunnel, and a lift room.

    More later.

    Over and out.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Get out of my head!

    - nos_plaspanel is among my fav textures.
    - My map has a very similar structure in terms of lvl1/2/3 etc. But I'm not using plaspanel below lvl1.

    I'm pleased to report the story is nothing like mine though. Make some sexeh plaspanel corridors!
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    its allways hard for mapper that know EXACTLY what they do to be exited by this... lets say "clean" screenshots. shure its sad if someone new gets flammed.

    but I remember the time when you had to lern all that by yourself, when nobody felt like showing off with his first few steps as if it were something special. so there are allways two possibilities to say something: a nice way. and the other way.

    - nice way: good start in mapping, I remember when I strated (in the first 3 days) I created brushes that didnt fit together and were between 3 and 73 units thick <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    - the other way: although we shouldnt push away those who want to spend time to create something I cant see ANYTHING special here. its just the first step in mapping. but if you really want to impress then you have to do more than this. you have to climb the rest of the stairs on you own, even if some steps are missing. dont rush, lern a decent style, take your time. this might sound unfriendly but I know many people telling you the same with only few, insulting expressions (like "waste YOUR time not OURS!")

    best wishes
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    <!--QuoteBegin-Gwythenek+Sep 29 2004, 05:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gwythenek @ Sep 29 2004, 05:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    <img src='http://www.rabeng.co.uk/images/new0000.jpg' border='0' alt='user posted image' />
    <img src='http://www.rabeng.co.uk/images/new0001.jpg' border='0' alt='user posted image' />

    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    wow! that looks like system shock 2! nice ^^
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    holy mother of overstretched textures <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    Sort of reminds me of star wars. A really stretched star wars tho.

    You gotta keep textures in proportion. If you are gonna stretch, stretch em equally where possible - and if not possible, as close as possible is preferable. Ratios like 0.8 and 4.0 (which is what those screenies look like) just don't work..

    They work. Sure. But they look really bad
  • ZahlZahl Join Date: 2003-02-21 Member: 13802Members, Constellation
    The Hyperdrive just kicked in, that is why it looks stretched!
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    I really have to get a job so that I can justify the cost of shipping my PC to Spain so that I can work on my map so I don't look like a copycat <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    Clean style for upper levels adds so much sexiness though. Just imagine a skulk mid-leap through that white (or lighting enhanced colour). Man plaspanel is too sexeh.
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    Well I think it's excellent for a new mapper, I just feel a strong hatred for the yellow and black striped wall at the end of the corridor. I'm not sure why...its just...just....ARGH. I honestly didn't notice the stretched tex at first, but on second analysis they are a bit. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    The style is excellent though, you're on to something.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--QuoteBegin-Gwythenek+Sep 28 2004, 09:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gwythenek @ Sep 28 2004, 09:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Penny for your thoughts?
    The lighting is going to change and those blast walls are only temporary.
    There was something else I was going to say but I forgot... Damn. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I hope the lighting stays the same - it gives this map a very clean, clear, and distinct look that is not too often found in NS maps. I would not change a thing.
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    Oooh, I thought of some good input.

    At the corner of the corridor(s) I see there is a gap at ground level between the slopes that travel the length of each corridor, if you get my drift. Dunno if that's on purpose, but I personally think it should be filled in - a quarter tetrahedron in there, if you get my drift. That way you can keep up the smooth continuous style, if you get...my drift.

    Get my drift? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    <b>AlienCow</b> - I think everyone gets your drift.
  • wascally_wabbitwascally_wabbit Join Date: 2003-09-09 Member: 20701Members
    edited October 2004
    You bastard, stop making such a good looking, well textured, well lit first map and dwarfing my feeble attempts.

    *waaaah*

    (compliment btw)
  • GwythenekGwythenek Join Date: 2004-09-28 Member: 31967Members
    Thanks again for the ideas and everything, however, a small group of you need your bedside manner examined with a microscope <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    Interesting, some really mixed comments, 50% hate it and 50% love it...

    I still need to know how to do texlights, and some other things that I asked for in my previous post.

    Yes, it's all very well getting a good style down, but how it comes together that the main thing, and I haven't got a clue yet.

    Btw way, after I finish this one, I'd like to work on one based on a mine (where I live, Cornwall, UK, the place is dotted with old ones, and I thought it'd be quite creepy. Next time I go into the local town, I'll be going into it's museum, and getting a few ideas.). Cept it'll be on an Ice Planet. ( I'll ned to learn how to make white\bluey fog and snow blasting effects)

    And then a corporate headquarters, with secret laboratory (Perfect Dark fans will know what I mean when I say the like first two Datadyne Missions <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> )

    ....But... first things first.
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    Check out Handy Vandal's Almanac...I'll get the link.

    <a href='http://www.karljones.com/halflife/almanac.asp' target='_blank'>Here is the link. CLICK ME!</a>

    That site has SO much useful stuff - just scroll down the list on the left, and you're bound to find something you're looking for - then just select the tutorials.
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