ns2_calib

KalibrageKalibrage Join Date: 2009-12-10 Member: 69564Members
edited January 2011 in Mapping
Hi
I want to show my map, its not nearly finished yet but i enjoy doing this. I want to make a ns old school style map with long corridors and lots of rooms.

<b>I uploaded it here: <a href="http://www.megaupload.com/?d=N4VJKJME" target="_blank">http://www.megaupload.com/?d=N4VJKJME</a></b>
Please tell me if it work on your pc :)
Im still looking for the general map design but i know what i want at the end !
The map is "playable"


By the way i havent found any tutorial on how to make a skybox yet if someone can give me a good link that will explain, that will be nice thank you :)
Cya!

Comments

  • KalibrageKalibrage Join Date: 2009-12-10 Member: 69564Members
    edited January 2011
    <img src="http://tof.canardpc.com/view/f5093773-b27c-4d18-bb66-25233a646c2b.jpg" border="0" class="linked-image" />
    <img src="http://tof.canardpc.com/view/095c98f1-1f83-4723-b043-fc448ae6d566.jpg" border="0" class="linked-image" />
    <img src="http://tof.canardpc.com/view/6e2d7e18-7026-4a5d-b127-5dbf75d79a0c.jpg" border="0" class="linked-image" />
    <img src="http://tof.canardpc.com/view/3153a5e8-41f0-46ff-ba6e-9aa60310a480.jpg" border="0" class="linked-image" />
  • XuXuXuXu Join Date: 2011-01-01 Member: 76096Members, Reinforced - Silver
    looks nice! will give it a try later! :)
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Looks a little plain right now and I dont rly get the theme, sorry :P
  • KalibrageKalibrage Join Date: 2009-12-10 Member: 69564Members
    Its going to be a science facility with a mining complex for the main theme. For the background the mining site is where they discover aliens species and the science lab is where they have trying to studies them, and of course something went wrong .. Classic ^^
    I try to have some logic in the rooms with a generator room, locker room, security room, the labs, the parking lot, the mining sites and more but always with some realistic place. :p
    I hope we will have more props for some good sci-fi labs in the futur.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I'd suggest stretching your textures less, they're a bit over stretched.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1826940:date=Jan 25 2011, 10:15 AM:name=Kalibrage)--><div class='quotetop'>QUOTE (Kalibrage @ Jan 25 2011, 10:15 AM) <a href="index.php?act=findpost&pid=1826940"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By the way i havent found any tutorial on how to make a skybox yet if someone can give me a good link that will explain, that will be nice thank you :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    you didn't look very hard.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    No need to be like that Tig, just lead him to your thread which is <a href="http://www.unknownworlds.com/forums/index.php?showtopic=112417" target="_blank">http://www.unknownworlds.com/forums/index....howtopic=112417</a>
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
    In general,
    There are many things need to to be developed.
    Textures, walls, floors etc... You need much more trims and you need über süper innovations in your maps.
    Whatever it is a great efford. I hope you advance this map.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    well, he did say old school and 90% of the ns1 maps where minimal eye candy. it was all about the battle more so than trying to read a tiny computer screen squeezed into the darkest of corners.

    Lookin' good so far but mind the cross shadow casting lights, keeping shadows to minimal will increase rendering performance. :)
  • KalibrageKalibrage Join Date: 2009-12-10 Member: 69564Members
    <!--quoteo(post=1827113:date=Jan 25 2011, 10:45 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jan 25 2011, 10:45 PM) <a href="index.php?act=findpost&pid=1827113"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No need to be like that Tig, just lead him to your thread which is <a href="http://www.unknownworlds.com/forums/index.php?showtopic=112417" target="_blank">http://www.unknownworlds.com/forums/index....howtopic=112417</a><!--QuoteEnd--></div><!--QuoteEEnd-->

    Hum sorry i already read it before but it doesn't help me. I just want to make a basic skybox with the one already in game not something too complicated for me. :)

    <!--quoteo(post=1827165:date=Jan 26 2011, 12:34 AM:name=yimmasabi)--><div class='quotetop'>QUOTE (yimmasabi @ Jan 26 2011, 12:34 AM) <a href="index.php?act=findpost&pid=1827165"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In general,
    There are many things need to to be developed.
    Textures, walls, floors etc... You need much more trims and you need über süper innovations in your maps.
    Whatever it is a great efford. I hope you advance this map.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thank you ! Yep lots of works left :-)

    <!--quoteo(post=1827291:date=Jan 26 2011, 05:50 AM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Jan 26 2011, 05:50 AM) <a href="index.php?act=findpost&pid=1827291"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->well, he did say old school and 90% of the ns1 maps where minimal eye candy. it was all about the battle more so than trying to read a tiny computer screen squeezed into the darkest of corners.

    Lookin' good so far but mind the cross shadow casting lights, keeping shadows to minimal will increase rendering performance. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    True indeed, thanks i keep that in mind :)
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    <!--quoteo(post=1827375:date=Jan 26 2011, 11:21 AM:name=Kalibrage)--><div class='quotetop'>QUOTE (Kalibrage @ Jan 26 2011, 11:21 AM) <a href="index.php?act=findpost&pid=1827375"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hum sorry i already read it before but it doesn't help me. I just want to make a basic skybox with the one already in game not something too complicated for me. :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'ts not really THAT complicated but anyway here's how you include tram's skybox:

    1. Load your map to the editor and place somewhere a single skybox entity.
    2. Click it.
    3. Specify the cinematic file path (maps/ns2_tram_skybox.cinematic)

    And there you have it, now your maps has a skybox. You can open up the cinematic file in the cinematic editor to check how it has been done.
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Members, Squad Five Blue
    making a map like this is a good way to familiarize yourself with the tools.
    now that you've got a decent hold on those I'd say you should go back and revise your rooms with more geometry and less models, spend some time focusing on two or three rooms and the connections.
  • KalibrageKalibrage Join Date: 2009-12-10 Member: 69564Members
    edited January 2011
    <!--quoteo(post=1827450:date=Jan 26 2011, 05:20 PM:name=uffo)--><div class='quotetop'>QUOTE (uffo @ Jan 26 2011, 05:20 PM) <a href="index.php?act=findpost&pid=1827450"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'ts not really THAT complicated but anyway here's how you include tram's skybox:

    1. Load your map to the editor and place somewhere a single skybox entity.
    2. Click it.
    3. Specify the cinematic file path (maps/ns2_tram_skybox.cinematic)

    And there you have it, now your maps has a skybox. You can open up the cinematic file in the cinematic editor to check how it has been done.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Wow piece of cake! cheers

    <!--quoteo(post=1827472:date=Jan 26 2011, 06:43 PM:name=hookeyed)--><div class='quotetop'>QUOTE (hookeyed @ Jan 26 2011, 06:43 PM) <a href="index.php?act=findpost&pid=1827472"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->making a map like this is a good way to familiarize yourself with the tools.
    now that you've got a decent hold on those I'd say you should go back and revise your rooms with more geometry and less models, spend some time focusing on two or three rooms and the connections.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yey soon as i get more time i will definitely do that. But i still have issue with "create face" at some point when i try something more complex.
    Is it better to finish the entire map with simple geometry before do some design/geometry or should i do it room after room?
    cheers
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    <!--quoteo(post=1827567:date=Jan 26 2011, 04:40 PM:name=Kalibrage)--><div class='quotetop'>QUOTE (Kalibrage @ Jan 26 2011, 04:40 PM) <a href="index.php?act=findpost&pid=1827567"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it better to finish the entire map with simple geometry before do some design/geometry or should i do it room after room?<!--QuoteEnd--></div><!--QuoteEEnd-->

    As you feel it better. I like to see a map as a whole, not just a collection of rooms so I try to set a standard and get the whole map at that standard. Then I go over and over enriching it. I find it easier to change things as well if the map is just simple geometry. There is not much work put into it so you can push and pull vertexes without breaking too much. I have to give props for UWE too as the editor is a treat with simple geometry. It is really easy to build and edit faces. Personally I work with just the line tool and it works great. It creates one huge mesh that some people don't like but that hasn't bothered me.
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