Ns_quarry
WarpZone
Join Date: 2002-11-03 Member: 6264Members
<div class="IPBDescription">I'm actually using NS textures this time</div> Rejoice! I finally thought of an idea for a map that uses the default textures without being a complete rip of the default maps. I give you ns_quarry, a map taking place in a mine on an asteroid.
The asteroid mining colony has an artificial atmosphere, so sections of the map can take place (sort of) outdoors.
I'm going to try a few experimental things with this map. Wish me luck!
<a href='http://warpzone.cust.nearlyfreespeech.net/halflife/graphics/ns_quarry0003.jpg' target='_blank'><img src='http://warpzone.cust.nearlyfreespeech.net/halflife/graphics/ns_quarry0003t.jpg' border='0' alt='user posted image'></a>
<a href='http://warpzone.cust.nearlyfreespeech.net/halflife/graphics/ns_quarry0003.jpg' target='_blank'>Marine Spawn: Loading Dock</a>
The asteroid mining colony has an artificial atmosphere, so sections of the map can take place (sort of) outdoors.
I'm going to try a few experimental things with this map. Wish me luck!
<a href='http://warpzone.cust.nearlyfreespeech.net/halflife/graphics/ns_quarry0003.jpg' target='_blank'><img src='http://warpzone.cust.nearlyfreespeech.net/halflife/graphics/ns_quarry0003t.jpg' border='0' alt='user posted image'></a>
<a href='http://warpzone.cust.nearlyfreespeech.net/halflife/graphics/ns_quarry0003.jpg' target='_blank'>Marine Spawn: Loading Dock</a>
Comments
A quarry
A museum
A Luxury Liner
Even with the railings, I'm having a hard time getting a sense of scale... but the room does obviously have quite a bit of open air in it. Regardless of how this might impact the gameplay (I'm focusing on just the visuals here), filling up space like this with large pieces of geometry usually helps things look even better.
Might I suggest some more similarily styled concrete structures coming out of the cliff face there, only with a vertical focus.
A couple more things that came to mind were:
-The rock face there could use a bit of variation.
-The red lense flares. I bet they could look better if they were a tad bit more translucent.
-Lighting: I'm not particularily fond of Green and Red lighting combinations, heh. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> The lighting is good as-is, but I bet it might look better with a different combination of lighting colors. Dunno, experimentation is the key here. Mess around with different combinations, and you might find something you like even better.
<b>Director-</b> Glad you like it. If you have any leftover mine shaft ideas you didn't use, feel free to PM 'em to me. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<b>chubbysteve-</b> Yup, those are my maps in progress, all right.
<b>ken20banks-</b> Thanks for the suggestions. I'll keep them in mind. I'm going to skew the cliff face a bit more so it looks jagged and stuff, but I'll be doing that gradually in a series of stages so I can make sure it won't mess up skulks too badly.
Near as I can tell, an area this big will give the marines a bit of a range advantage, which would be bad in the middle of the map but should be okay for the marine base. The cavern walls may allow some interesting skulk play, as well.
I'm torn on whether or not to build structures under the platform where lerks could perch. The thing is if you get a lerk down there, the marines kinda CAN'T attack him. I wouldn't mind him making raids from under there, cuz he could get shot up pretty easily, but a lerk under there could cause massive havok with spore cloud. Then again, that wouldn't come into play till the endgame so maybe it would be okay after all... I'm unsure at this point.
you can make it AMAZINGly detailed with a low r_count and good FPS as well as it doesn't screw up if you walk on it...
you can make it AMAZINGly detailed with a low r_count and good FPS as well as it doesn't screw up if you walk on it...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Wow, really? I didn't know that... I'll have to <a href='http://warpzone.cust.nearlyfreespeech.net/halflife/graphics/svenslug1.png' target='_blank'>*cough*</a> try that some time.
I'm going to suppose the CC is located in another room along with a different starting resource node.</span>
I updated the screenshot with a new version showing off some more detailed cliffs. The only problem is, you're wrong, BiTMAP, these things are TERRIBLE for skulks to climb on! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
The platform with the res node looks a little plain. I suggest:
- 'Stuff' around the edges for marine/alien cover... crates or cylinders that look like 'res containers' or sumpin.
- Pipes or tubes?
- Just some random metal bumps.
- Small holes or grates in the floor showing the darkness beneath the platform!
- Make it a double node. Might give the Marines too much advantage if the area is generally not Alien-accessible, though...
I may need to scrap the concept though, because skulks can't climb the fancy cliff faces. =/
Why? it's quite funny seeing a lerk get up to it's full speed then bounce off of a rock race and kill them selves with worldspawn.
muahahah.
I'm glad I was able to solve the problem. The walls might be a little bit less detailed now, because I have to follow certian rules to make all the convex angles be diamonds, but it's better than the skulks getting blocked all the time by invisible obstructions.
This does not -always- happen, and can be best repaired by, believe it or not, random slight vertex adjustments on the problematic edges.
Thank you, KungFuSquirrel.
Screenie! Gimme a screenie!
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
be afraid... be very afraid...
also, very nice, a small cave in the cliff would be nice for the odd lerk attack <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Also, I've updated the screenshot.
I'm really looking forward to playing this map. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->