Cheers dude(s), hope you got all your textures working now? I been using: <a href="http://www.wegame.com/download/" target="_blank">http://www.wegame.com/download/</a> - Will just about do 720p HD nothing higher (its free who can complain)
2nd to last Screeny, the left side, what is that? looks like 1 metal abruptly ends in a slant and starts with a different style, or is the angle of the shot deceiving?
<!--quoteo(post=1769428:date=May 1 2010, 09:00 PM:name=ryknow69)--><div class='quotetop'>QUOTE (ryknow69 @ May 1 2010, 09:00 PM) <a href="index.php?act=findpost&pid=1769428"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->2nd to last Screeny, the left side, what is that? looks like 1 metal abruptly ends in a slant and starts with a different style, or is the angle of the shot deceiving?<!--QuoteEnd--></div><!--QuoteEEnd-->
No you are right, I do need to trim off the top of those pillars so they dont look so awfull, I knew about them but I did not realize that stoook out like a sore thumb. (4 am in the morning or summut)
Barlow, you are teh winrar. I really like the feel to the map, it's oldschool ns1 without relying too heavily on it. My only crits would be that in the big room with the caged stairway, it seems like it might be baised towards lerks a bit too much, and that the room itself is lacking in detail a bit on the ceiling, and maybe lacking in cover on the floor (I'm guessing this is probably due to performance rather than anything else, the rest of your map looks great.) SO KEEP UP TEH GUD WERK MANZ.
Lerk favourable, Sinister, creepy with this tech room is certainly what I was aiming for. I am trying to make each tech area sort of like an arena where a marine is going to be confronted by a different alien, I am hoping that the design of each room will attract a different sort of player and a certain class to linger in and around it. Am looking to force players to prepare them selfs if they have learnt the level, go into certain areas with certain equipment rather than the same setup or class working for a player accross the entire map (Swap Run & Gun, For Thinking & Tactics on the individual level besides team work.). Force veriety and change, see a marine use a HMG in one tech area then know to put that down (as reluctent as they might be to do so) and buy a shotgun for the next room.
The platform in the middle should draw a marines attention but there a walkways round the sides at the top end and bottom end of the room that provide good protection from lerks. But you wont be able to shoot them as they have their own cover by fying round the top so the marine has to come out of cover to shoot them. Also a marine can make a dart for the center platform that gives them some protection with the cross beams but is hard to shoot out of so then the exposed catwalk accross the top near the cealing is an excelent place to shoot the lerks from but is also means they are exposed while doing so but can dart back into the mesh of beams for protection.
its hard to do nice things with the celing cause it plays hell with the commander view. We dont have brush based entities like we did in half-life at the moment where you could set a flag that made the object/detail invisible to the commander view in NS1. (Invisible Top Down - func_illusion)
All the tech rooms are mostly free of cover on the floor but the rooms quickly fill out and gain cover as they are filled up with large structures, the tech I know is bigger than in NS1 so it covers much more floor space and its size provides much better cover than the buildings did in NS1.
Cheers for the feedback and I hope that clears up a few concerns.
It does actually, makes a lot more sense now :D. I hope there'll be something similar to the old ns1 func_wall/illusion entities for ns2. KEEP ON TRUCKIN BARLOWS.
I saw no vents in that Communication Room; that can probably lighten up the ceiling alittle, Vent Grating every 20 meters? with one hanging open that's an accessible vent?
Don't forget, the floor texture you're using on some parts(Metal Grating) can have stuff under it, so if u ever need a floor 'vent' or secret little entrance to a room, maybe one grating wasnt put in yet, or moved, or chewed to ribbens :O-----Or not, random suggestions are random :)
That latest hallway is missing something. If you notice every other screenshot has that complete look, that looks very much unfinished... or atleast I hope that's how you feel about it.
Yeh, I havent done much lately, I need way more veriety of props, well at least I need to be able to skin a load of them, i have some decent skins made..., with only 2 crates to choose from :( and not much veriety of junk on the whole its hard to make then thing look used so at the moment its quite a steriale corridoor but then my own expectations as well as everyone elses is high, maybe too high for a simple pass through corridoor so am unsure if I should leave it or add in the new stuff when it arrives.
The lighting is way off, I can get it right.. There is too much difference between the Editor and the Game. Waiting to see if some of its resolved in this steam update.
*actualy one of its problems is the fact that the lighting in that is not using the values I have used everywhere else. I need to get the bits in with the main map as soon as the editor gets culling then I can more easily maintain the lighting style. Copying accross by opening the Main file is a bugger with is laggyness at the moment. Plus one of my graphics cards has burnt out.
<!--quoteo(post=1769987:date=May 6 2010, 02:43 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ May 6 2010, 02:43 PM) <a href="index.php?act=findpost&pid=1769987"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The lighting is way off, I can get it right.. There is too much difference between the Editor and the Game. Waiting to see if some of its resolved in this steam update.<!--QuoteEnd--></div><!--QuoteEEnd--> I've fixed this, but I can't say for sure at the moment if it will be in the next update, or the one after that.
Anyway, Huraa for me I made my first texture/s, Took me 4 and a half hours to draw these:
*cool images of floating signs*
While am showing these, Look how different my corridoor looks in the editor, specialy the shadow I specificly placed on the right....!!!!
This my me a vewy sad bunneh :(<!--QuoteEnd--></div><!--QuoteEEnd-->
The international commitee of idio..sorry.. standardization dropped most of these signs or modified them heavily (look up Globally harmonized system, abr. ghs). Most notably, they dropped the see-from-miles-away-orange for a white (especialy stupid on white product labels, but that's what you get for letting people do work that have never seen a <a href="http://www.uni-due.de/imperia/md/images/umweltschutz/hobbock_167x198.jpg" target="_blank">hobbock</a> in their life). Let's see how long it stays that way when the first firefighters fall victim to it in a transport accident when the grace period is over (and the white labels are used exclusively).
Anyway, this is the <a href="http://www.spurgeonworld.com/blog/images/2007/radiation.jpg" target="_blank">new radiation symbol</a> (unsure bout the collors, tho)
other naming ideas: barrel low mining, observation and research facility barreling low
Way, You can now add Geometry to the layers, So today I have been grouping everything up,unlaggifying my main file and started peicing my sections together. I got quite a bit done today so it grew a fair chunk in size, 2 sections I got pasted in today and realigned :/ Cargo Transfare is in its place with its connecting generic corridoor run linking it to the rest of the map. I have still goto paste in "The Comms Tower" and its generic corridoor link. I also have yet to build the Smelting plant.
So this is how the top view is shaping up. I have not drawn in the any back routes, just the very very ruff flow of the main routes so you get a general idea how they branch off.
<!--quoteo(post=1770553:date=May 10 2010, 01:30 AM:name=ryknow69)--><div class='quotetop'>QUOTE (ryknow69 @ May 10 2010, 01:30 AM) <a href="index.php?act=findpost&pid=1770553"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Needs less sharp corners on the Extended 'door' or more groady look; looks WAY too clean to be a trash can
Make sure on the back there is a door like thing(just incase there's a tipped over one) so show how maintenance would empty it <!--fonto:Arial Black--><span style="font-family:Arial Black"><!--/fonto--> I shall be sure to try and edit that in.<!--fontc--></span><!--/fontc-->
also, Is that map quite accurate?
<!--fonto:Arial Black--><span style="font-family:Arial Black"><!--/fonto-->No, not at all. Just the pretty much the number of tech points and their positions (ish)<!--fontc--></span><!--/fontc--><!--QuoteEnd--></div><!--QuoteEEnd-->
GISPBattle GorgeDenmarkJoin Date: 2004-03-20Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
Okeeey... having seen all your videos and read everything here, i just realized that i been doing alot of thigns the wrong way :S
Anyways, my main focus has been a large unaccesable cave/gorge/outside area. - My map is only connected to it by a large dobble window from where you can look out.
Was wonding if you would do me the honor and use it in your map?
You will have to show me what you have got, I have another map in waiting line for the LAB Set that has way more out door scenes because of its setting and also going to be using Contributions/Concepts from other users if your interested, Its a couple of months or so off though..
Cheers, Not a massive a mount of time. <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=109407&view=findpost&p=1769119" target="_blank">Answer Here</a>
GISPBattle GorgeDenmarkJoin Date: 2004-03-20Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
Okey :) Still, has alot of tweaking, and ill probaly add a small hallway when more windows are added so you can see ir from more ancles. Right now i just have a untextured placeholder room attached to the window :S
...Will add photos when im no longer ashame of showing my lack of maping skills and honestly able to say im proud of it :D
Comments
It looks great! What are you using to record videos?
I been using: <a href="http://www.wegame.com/download/" target="_blank">http://www.wegame.com/download/</a> - Will just about do 720p HD nothing higher (its free who can complain)
No you are right, I do need to trim off the top of those pillars so they dont look so awfull, I knew about them but I did not realize that stoook out like a sore thumb. (4 am in the morning or summut)
SO KEEP UP TEH GUD WERK MANZ.
Lerk favourable, Sinister, creepy with this tech room is certainly what I was aiming for.
I am trying to make each tech area sort of like an arena where a marine is going to be confronted by a different alien, I am hoping that the design of each room will attract a different sort of player and a certain class to linger in and around it.
Am looking to force players to prepare them selfs if they have learnt the level, go into certain areas with certain equipment rather than the same setup or class working for a player accross the entire map (Swap Run & Gun, For Thinking & Tactics on the individual level besides team work.). Force veriety and change, see a marine use a HMG in one tech area then know to put that down (as reluctent as they might be to do so) and buy a shotgun for the next room.
The platform in the middle should draw a marines attention but there a walkways round the sides at the top end and bottom end of the room that provide good protection from lerks. But you wont be able to shoot them as they have their own cover by fying round the top so the marine has to come out of cover to shoot them.
Also a marine can make a dart for the center platform that gives them some protection with the cross beams but is hard to shoot out of so then the exposed catwalk accross the top near the cealing is an excelent place to shoot the lerks from but is also means they are exposed while doing so but can dart back into the mesh of beams for protection.
its hard to do nice things with the celing cause it plays hell with the commander view. We dont have brush based entities like we did in half-life at the moment where you could set a flag that made the object/detail invisible to the commander view in NS1.
(Invisible Top Down - func_illusion)
All the tech rooms are mostly free of cover on the floor but the rooms quickly fill out and gain cover as they are filled up with large structures, the tech I know is bigger than in NS1 so it covers much more floor space and its size provides much better cover than the buildings did in NS1.
Cheers for the feedback and I hope that clears up a few concerns.
I hope there'll be something similar to the old ns1 func_wall/illusion entities for ns2.
KEEP ON TRUCKIN BARLOWS.
I saw no vents in that Communication Room; that can probably lighten up the ceiling alittle, Vent Grating every 20 meters? with one hanging open that's an accessible vent?
Don't forget, the floor texture you're using on some parts(Metal Grating) can have stuff under it, so if u ever need a floor 'vent' or secret little entrance to a room, maybe one grating wasnt put in yet, or moved, or chewed to ribbens :O-----Or not, random suggestions are random :)
i'm betting you'll get a job in the games industry if this is included in ns2
i'm betting you'll get a job in the games industry if this is included in ns2<!--QuoteEnd--></div><!--QuoteEEnd-->
No way man...
People will be working for him!
Anyway, Huraa for me I made my first texture/s, Took me 4 and a half hours to draw these:
<img src="http://ns2.unitedworlds.co.uk/users/2/images/levels/1272019001/1273166759_NRM.jpg" border="0" class="linked-image" />
<img src="http://ns2.unitedworlds.co.uk/users/2/images/levels/1272019001/1273166785_NRM.jpg" border="0" class="linked-image" />
While am showing these, Look how different my corridoor looks in the editor, specialy the shadow I specificly placed on the right....!!!!
<img src="http://ns2.unitedworlds.co.uk/users/2/images/levels/1272019001/1273167332_NRM.jpg" border="0" class="linked-image" />
This my me a vewy sad bunneh :(
Which is good...
(Maybe it needs a crap load of signs =D)
The lighting is way off, I can get it right.. There is too much difference between the Editor and the Game. Waiting to see if some of its resolved in this steam update.
*actualy one of its problems is the fact that the lighting in that is not using the values I have used everywhere else. I need to get the bits in with the main map as soon as the editor gets culling then I can more easily maintain the lighting style. Copying accross by opening the Main file is a bugger with is laggyness at the moment.
Plus one of my graphics cards has burnt out.
I've fixed this, but I can't say for sure at the moment if it will be in the next update, or the one after that.
Edit: It will be in the next release.
Excellent Mr Max, Thank you so much for the update on that. Thank you for getting in sooner than later too :) yays
*
<!--quoteo(post=1769981:date=May 6 2010, 09:47 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ May 6 2010, 09:47 PM) <a href="index.php?act=findpost&pid=1769981"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Janitor must've been goofing off, those saigns are dirty :D
Which is good...<!--QuoteEnd--></div><!--QuoteEEnd-->
The janitor is useless, the place is full of phoo eveywhere.
Anyway, Huraa for me I made my first texture/s, Took me 4 and a half hours to draw these:
*cool images of floating signs*
While am showing these, Look how different my corridoor looks in the editor, specialy the shadow I specificly placed on the right....!!!!
This my me a vewy sad bunneh :(<!--QuoteEnd--></div><!--QuoteEEnd-->
The international commitee of idio..sorry.. standardization dropped most of these signs or modified them heavily (look up Globally harmonized system, abr. ghs).
Most notably, they dropped the see-from-miles-away-orange for a white (especialy stupid on white product labels, but that's what you get for letting people do work that have never seen a <a href="http://www.uni-due.de/imperia/md/images/umweltschutz/hobbock_167x198.jpg" target="_blank">hobbock</a> in their life).
Let's see how long it stays that way when the first firefighters fall victim to it in a transport accident when the grace period is over (and the white labels are used exclusively).
Anyway, this is the <a href="http://www.spurgeonworld.com/blog/images/2007/radiation.jpg" target="_blank">new radiation symbol</a> (unsure bout the collors, tho)
other naming ideas:
barrel low mining, observation and research facility
barreling low
Cargo Transfare is in its place with its connecting generic corridoor run linking it to the rest of the map.
I have still goto paste in "The Comms Tower" and its generic corridoor link. I also have yet to build the Smelting plant.
So this is how the top view is shaping up.
I have not drawn in the any back routes, just the very very ruff flow of the main routes so you get a general idea how they branch off.
<img src="http://www.unitedworlds.co.uk/users/2/images/levels/1272019001/1273400934_NRM.jpg" border="0" class="linked-image" />
<img src="http://www.unitedworlds.co.uk/users/2/images/levels/1272019001/1273448165_NRM.jpg" border="0" class="linked-image" />
Make sure on the back there is a door like thing(just incase there's a tipped over one) so show how maintenance would empty it
also, Is that map quite accurate?
Make sure on the back there is a door like thing(just incase there's a tipped over one) so show how maintenance would empty it
<!--fonto:Arial Black--><span style="font-family:Arial Black"><!--/fonto-->
I shall be sure to try and edit that in.<!--fontc--></span><!--/fontc-->
also, Is that map quite accurate?
<!--fonto:Arial Black--><span style="font-family:Arial Black"><!--/fonto-->No, not at all. Just the pretty much the number of tech points and their positions (ish)<!--fontc--></span><!--/fontc--><!--QuoteEnd--></div><!--QuoteEEnd-->
Anyways, my main focus has been a large unaccesable cave/gorge/outside area. - My map is only connected to it by a large dobble window from where you can look out.
Was wonding if you would do me the honor and use it in your map?
How long have you had mapping experience? just wondering because your work is professional grade.
Still, has alot of tweaking, and ill probaly add a small hallway when more windows are added so you can see ir from more ancles.
Right now i just have a untextured placeholder room attached to the window :S
...Will add photos when im no longer ashame of showing my lack of maping skills and honestly able to say im proud of it :D