Co_habitat
radforChrist
USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
<div class="IPBDescription">My first serious map effort</div> OK guys, go easy. This is my first real try at a map for HL. I tried a map a year ago, and quit due to frustrations. However, I am working out a concept for a biodome type of area, but I have a lot to learn. Below are two pics of the future readyroom of co_habitat. This is very much early stages. I hope to have a lightning type effect in the middle (a power core) which will double for Random Portal. Please give me feedback on architecture and lighting, plus any hints you may have to help me along. I am completely new to this and any feedback is welcome.
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat0001.jpg' border='0' alt='user posted image' />
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat0002.jpg' border='0' alt='user posted image' />
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat0001.jpg' border='0' alt='user posted image' />
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat0002.jpg' border='0' alt='user posted image' />
Comments
remove logo is use only for eclispe,second is sexy for old fan classic textures.
i like the ceiling in the first image and average lightining.
if you need a agrodome i have one in my old dead projects i will bring you a link.
I'll remove the logo when I fix all the textures (been too busy on the lighting). Anyway, updated pics.
<b>Images Removed, see below</b>
For a first map it really is quite good. Just keep looking at what you make and ask yourself if you think it looks good. Look at other peoples maps a lot too. They'll give you ideas.
i host up my adridome, if you wanna include gime a credit to me but otherwise you could learn a bit.
<a href='http://www28.brinkster.com/altdbaco/default.htm' target='_blank'>downloadpage ns_vulcan</a>
<a href='http://img54.echo.cx/my.php?image=agriddome7db.jpg' target='_blank'><img src='http://img54.echo.cx/img54/3055/agriddome7db.th.jpg' border='0' alt='user posted image' /></a>
Spectator Join (ladder) and Observation Deck:
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat1001.jpg' border='0' alt='user posted image' />
Marine Join. I removed the logo.
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat1002.jpg' border='0' alt='user posted image' />
Updated lighting, better feel IMO:
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat1003.jpg' border='0' alt='user posted image' />
Random Team/Power Core. The lightning moves as well as the light under the stairs pulsates slowly:
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat1004.jpg' border='0' alt='user posted image' />
Alien Join. It's a bit clean, but once I've had practice with infestation, a may revisit:
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat1005.jpg' border='0' alt='user posted image' />
Another Room picture:
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat1006.jpg' border='0' alt='user posted image' />
Thanks for the feedback so far. And I'm quite happy with it considering I spent last night reading tutorials on even how to make a light entity or lights.rad file...
Anyways, the map is looking good.
Wuss
I suggest playing with the contrast more. If you highten the Scale under the RAD options( using decimal values) you can darken the map ever so slightly to create more contrast. Like 1.5 or 1.8 and increase the strength of your lights accordingly you might like the results
edit: it looks like your using a low value for your gamma entity(if your using one at all) maybe increase the value?
But i really like the 'random team' join portal. Looks awesome.
I'm getting each room to abou 75% done, then moving on. I'll tweak lighting/architecture near the end, but for now, I just want an overall "feel" to each room. Please keep the feedback coming.
Here's the gut of my Marine Start. I still need structures, but the overall design is finished.
There's the first pic of the Marine Start. You'll see the Observation Deck, ceiling architecture, and lighting scheme.
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat2001.jpg' border='0' alt='user posted image' />
The CC will sit in the depressed area in the middle, and yes, I see the texture alignment problem on the lights on the wall. There will be a ladder exit between the blue lights on the far wall.
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat2002.jpg' border='0' alt='user posted image' />
Another view showing the Observation Deck. Wait, what's that I see through that window? the RR? Well, I'm toying with this idea, and so far, it's working.
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat2003.jpg' border='0' alt='user posted image' />
More of the ceiling architecture. You'll also see two vent accesses (one bit open) above MS. Each one leads to a separate area of the map. I may place a weldable for each in the map, but playtesting will determine.
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat2004.jpg' border='0' alt='user posted image' />
There will be an exit to another room from this location.
<img src='http://www.thebuzz-online.net/images/ns/map/co_habitat2005.jpg' border='0' alt='user posted image' />
That's it so far. I don't have steps/ramps on the sides yet, nor the ladder exits. Comments and feedback welcome!
PS. Only problem I'm having, is that using texture lighting in the lights.rad file, even 200 brightness isn't that bright. Without adding a light entity, is there a way to brighten it more?
you try the magical env_gamma with 2.0 value?
1/4: What exactly are you talking about, which one. Could you use paint and circle the one? I don't really like the star like logo on the side walls, but I'm not sure what to put there, as any other texture seems plain. I may have to break that area up somehow.
I'm not updating pics quite yet, but the MS is better lit now, and I have two armories in position under the Observation Deck. I'll probably add the ladder wells into the walls tomorrow, and start work on the maintenance levels leading to the hive.
What of it architecturally? Are the areas broken up enough, or is it too bland? I'm not a fan of ramps, so I'll be using stairs, at least in the MS. I'm trying to break up the texture usage and not keep an open area from being too mundane. One mapper gave me a good tip today, stay away from wall lab, but actually, it's the only one that fits near what I want. Does my application of said textures give a unique feel, or is it a mediocre attempt at an overused set?
Like I said, this is my first map, so I'm happy with everything I learn, but I'm also open to anything to help correct me. But I need you to try to be specific. In my attempt to not show off my all new, incorrectly textured, fullbright box map, I don't want to complicate it to the point it's just.... ugly.
I'll hopefully give you updated MS pics tomorrow evening.
Just some of the excessive lines.
but I like the column in the rr, looks cool.
it looks ok, but seriously change up some of those textures.
If a cheater came on, or for any other reason someone playing as Onos wanted to spec, would they have to reconnect to the server? Remember that some servers allow you to RR and rejoin your original team with the same res, you wouldn't want to disable that option.
it looks ok, but seriously change up some of those textures. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Actually, the plan is for an outdoor type environment, but I need a style for the surrounding ship. I don't do textures, I don't have the patience, so point me to a COMPLETE pack of scifi textures other than wall_lab I could use, and I'm there. I am also in need of grass and tree textures that are open to use. If someone could make some for me, I'd be happy. I'm waiting to do the outdoor area until I have more experience, and the textures to work with.
You said it was a "plain" map. Do you mean run of the mill, or bland? Perhaps both?
2_of_8, thanks for the pics. Some of the lines will remain, because I like them. I the 2nd pic, the two on the sides will be removed. There's a CC on the middle lower one, so it's not as noticeable. In the last pic, the lines on the sides are just placeholders until I create the adjoining room.
Once I box my rooms in, get a feel for my architecture, and then the texture usage I'm happy with, I hope to curve some walls, create supports, a break up the monotony a bit. however, I want to get a fully playable map, then beautify it.
Crispy, I haven't tested an onos yet, but I will, and get back to you on that soon. The whole RR will be enlarged a wee bit, but I wasn't planning on changing the power core size.
i host up my adridome, if you wanna include gime a credit to me but otherwise you could learn a bit.
<a href='http://www28.brinkster.com/altdbaco/default.htm' target='_blank'>downloadpage ns_vulcan</a>
<a href='http://img54.echo.cx/my.php?image=agriddome7db.jpg' target='_blank'><img src='http://img54.echo.cx/img54/3055/agriddome7db.th.jpg' border='0' alt='user posted image' /></a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
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here biodome and textures.
I use these settings with FX-Amount normally ranging from 30-90 depending on the surrounding light level of the rooms (lower value for brighter rooms)
Render Mode: Additive
FX-Amount(1-255): 50
This would make it look more like glass and not a unclear steamed up piece of plastic.
I think the original lighting was far better than the new lighting scheme you have changed it too. I believe it was far more atmospheric in the original post.
I also have a tip. Rarely take the advice of others, since it will lead to creating compromised levels. Do it for yourself, not for others.
For a first serious map effort, I am seriously impressed.