Ns_cleveland

TheDestroyerTheDestroyer Tooobah Join Date: 2003-07-12 Member: 18123Members, Constellation
<div class="IPBDescription">OMG! Line in sig means something!</div> So, yea...had you read that post about co_ killin NS, you woulda read about my laziness about doing projects. Well, one thing was ns_cleveland. Well, heres the scoop...

NS_CLEVELAND (Yes, I know...was the only name I could think of...think of it like a hommage or whatever)

The Cleveland Hotel and Casino

Infested by bacterium from a cargo ship.

Projected Hives: Pool, Stage, and Casino Room (the bacterium are attracted to heat and water, correct. I believe each room has one of those, so no complaining that its not logical and such! I do my homework...except for Government...I don't like that class)

Currently, I am working mainly on MS to Pool Hive. I am a stickler for perfection...so I am trying to perfect MS and such...

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Here are some shots:


<img src='http://destroyer.evilsquid.net/pics/ns_cleveland/overview1.JPG' border='0' alt='user posted image' />
Overview 1

<img src='http://destroyer.evilsquid.net/pics/ns_cleveland/overview2.JPG' border='0' alt='user posted image' />
Overview 2

<img src='http://destroyer.evilsquid.net/pics/ns_cleveland/cc1.JPG' border='0' alt='user posted image' />
Command Chair

<img src='http://destroyer.evilsquid.net/pics/ns_cleveland/res1.JPG' border='0' alt='user posted image' />
The MS Res-node

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Well, there are some things I'm working on...and I'm trying to find someone to make some custom textures (PM me if you are interested!). My good friend, c00k13, Cookie, or however he has his name now, decided NOT to do the textures.

Oh, and I think the lighting sucks...anyone have a better way to do it? Should I just put light ents in or whatever?

Well, comments n crits welcomed! Actually, there demanded! Rawr!

Comments

  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Err.. looks odd. You should definitely not use that same metal texture over and over.
  • eXoeXo Join Date: 2003-11-23 Member: 23404Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->JezPuh Posted on Oct 30 2004, 04:47 AM
      Err.. looks odd. You should definitely not use that same metal texture over and over.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    yeah I get realy confused. Try to use more then 1 texture <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    Are these just very very early shots or are you new to mapping?

    The architecture could look interesting, though.
  • TheDestroyerTheDestroyer Tooobah Join Date: 2003-07-12 Member: 18123Members, Constellation
    edited October 2004
    Yes, these are VERY early shots. I mean, come on...I know that having the diamond texture everywhere looks tacky (the diamond texture is what I sue to build things with)....as I said...I was kinda wanting some custom textures, but, if you musi insist, I can just use what I had.
  • GneralasGneralas Join Date: 2004-01-20 Member: 25523Members
    Taking the fact that it's very early stuff here, its looking good. I love the style of it so far, interesting shapes and such. Then at the same time it looks very bland, kind of like a siege map tbh. Perhaps its the textures or something greater, that i can't quite put my finger on.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin-TheDestroyer+Oct 30 2004, 09:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheDestroyer @ Oct 30 2004, 09:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes, these are VERY early shots. I mean, come on...I know that having the diamond texture everywhere looks tacky (the diamond texture is what I sue to build things with)....as I said...I was kinda wanting some custom textures, but, if you musi insist, I can just use what I had. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    TIP: Always build new brushes with the "NULL" texture.

    ~ DarkATi
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    I think there are too many lights in the ceiling. My head hurts.
  • TheDestroyerTheDestroyer Tooobah Join Date: 2003-07-12 Member: 18123Members, Constellation
    Pleasing the forumites...part 2

    Ok, just so you know...I kinda like the darkness in the marine start. I should let you know, MS is located in a basement-type building. Basements are nomally lit up as bright as Las Vegas, so don't complain too much about it. And I hope you are happy that I used the textures. They actually look ok, so I may keep them like that. And yes, I know that the dreaded diamond textures. I'm not sure what I want for the ceiling yet.

    C&C please while I finish the rooms leading to the Pool Hive!

    <img src='http://destroyer.evilsquid.net/pics/ns_cleveland/overview3.JPG' border='0' alt='user posted image' />
    Overview 3

    <img src='http://destroyer.evilsquid.net/pics/ns_cleveland/overview4.JPG' border='0' alt='user posted image' />
    Overview 4

    <img src='http://destroyer.evilsquid.net/pics/ns_cleveland/cc2.JPG' border='0' alt='user posted image' />
    Command Console 2

    <img src='http://destroyer.evilsquid.net/pics/ns_cleveland/cryo1.JPG' border='0' alt='user posted image' />
    Cryochambers 1

    <img src='http://destroyer.evilsquid.net/pics/ns_cleveland/res2.JPG' border='0' alt='user posted image' />
    Res-Node 2

    Two more pics via linkay:
    <a href='http://destroyer.evilsquid.net/pics/ns_cleveland/overview5.JPG' target='_blank'>Overview 5</a>
    <a href='http://destroyer.evilsquid.net/pics/ns_cleveland/overview6.JPG' target='_blank'>Overview 6</a>
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    Only gripe I have is... it seems very open... seems like aliens are gonna be PWNT in this 0o'


    But it looks SWEET!
  • ToothyToothy ir-regard-less Join Date: 2003-02-12 Member: 13447Members, Constellation
    I will give some true Mendasp-style comments:

    Architecture is fairly good, lighting and texturing needs work.

    <!--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-->
  • PheusPheus Join Date: 2003-01-30 Member: 12924Members
    looks like that area might be a bit too open, however, judging by the rt and the command chair, I'd say that it looks alot bigger then it is. My eyes are telling me that rooms huge, but the rt is telling me it isnt :O
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    I'd like if there were some kind of recesses (i don't know if this is the right word, but what I mean is like alcove, but in ceiling) in the ceiling. They would be lit darker because the actual lights would be located a little lower. Then you could add some pipes, wires etc. Something that fits with the idea of your map. On top of that I can imagine some kind of grill on them to prevent skulks from hiding there. I know pipes that aren't hidden behind walls and such might not be very obvious in modern spaceships, but at least try to add something there. Atm it looks too uninteresting. Other than that I like it. Just don't use diamond on walls.. don't like it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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--> i can't wait the amaze roof u are doing =D.
  • KradKrad Join Date: 2004-08-26 Member: 30914Members
    This looks strangely like an Unreal Tournament map I saw once..... <!--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-->

    Overall looks pretty good, but yes, it is very open... Aliens = Dedness.
  • TheDestroyerTheDestroyer Tooobah Join Date: 2003-07-12 Member: 18123Members, Constellation
    edited November 2004
    Geez...if its not one thing, its the other... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Now, I just wanted to clarify the alcove thing. You think it should bend outward, correct? Well, doesn't matter, because thats what I'm doing...maybe. How would y'all feel about a ventilation system that is visible. Now, dont get your panties in a wad, because one, its only for the "basement" section of the map, and two, I don't think there is a need for panty textures in maps. Well, in NS maps, that is.

    And another thing...
    I know about the diamond texture...its just a filler so that I can see what the shape of the map looks like before I waste time texturing it to the way I want it. Anymore, and I'll make a funmap of diamond. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Or at least a secret room of it.

    Anyways...I need to get working on this. I want to show y'all the RR. I think you forumites will be pleased on the RR.

    EDIT: The MS is actually not that big. I guess its just my l33t screenie skillz or whatever. I'll get an overview in a bit.
  • TheDestroyerTheDestroyer Tooobah Join Date: 2003-07-12 Member: 18123Members, Constellation
    Postcount +1!

    <img src='http://destroyer.evilsquid.net/pics/ns_cleveland/overview7.JPG' border='0' alt='user posted image' />

    Yea, RT and CC didnt show up, but u can guess the general size of them. Well, too big or too small?
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    enough. just keep making. <!--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-->
  • CarnaxusCarnaxus REIGN OF CHAOS&#33; co_sava (NS1) Join Date: 2004-10-01 Member: 32036Members
  • TyrNemesisTyrNemesis trigger_CUT&#33; Join Date: 2003-09-17 Member: 20942Members, NS1 Playtester, Contributor, Constellation
    That texturing work looks half-decent. Maybe you could adapt it further and put it to better use on a "serious" map?
  • NayNay Join Date: 2002-06-09 Member: 741Members
    realistically more detail, more use of texturin and lightnin and with all of that, which wouldnt be much, it could look so so much better, not bad though on the start.. keep it up
  • TheDestroyerTheDestroyer Tooobah Join Date: 2003-07-12 Member: 18123Members, Constellation
    <!--QuoteBegin-TyrNemesis^+Nov 5 2004, 02:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TyrNemesis^ @ Nov 5 2004, 02:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That texturing work looks half-decent. Maybe you could adapt it further and put it to better use on a "serious" map? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Uh...I am wanting this to be serious. Care to explain what exactly you mean?
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    It looks like a funmap...I guess thats what he means, mabye its just the description that makes it sound not-so serious
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
    How deep does that shaft go exactly?
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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--> is full bgright try env_gama 1.4 seting and the light to like 500 in alpha and use texturelights because entities make halo in the floor or remove the halo light over the cc red area.
  • TheDestroyerTheDestroyer Tooobah Join Date: 2003-07-12 Member: 18123Members, Constellation
    Oh, now its all texture lights. I was just trying something. Wanted to emphasize the CC, so I was trying a few things. Just experimenting.

    That shaft, it goes down to the next level. One "story" so to speak.
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
    In hammer units, please. Like 256? 512? It looks pretty deep, and that's going to be ****d up by both teams if it's too deep.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Always build new brushes with the "NULL" texture<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    No thanks. I always build with the most horrible texture I can find (either so horrible you can't miss it or a very gaudy colour), texture the visible areas then at the end of an area replace your 'build' texture.
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