Ns_crem1

CremeCreme Join Date: 2002-04-11 Member: 416Members
<div class="IPBDescription">Early map shots</div>Hey everyone, I'd like to take this opportunity thank everyone on #naturalselection for the warm welcome I have recieved thus far.

To express my enthusiasm for the Natural Selection mod, Ive taken the time to produce a cool Ready Room for what may become a full NS map! Its only basically textured and the lighting was very much a throw anything in affair, so please forgive the flaws on those grounds.

I know how much many of you love seeing the progress of maps, so even tho these shots are very, very early, its cool to see the changes, no matter how small, or in many cases the thoroughly revamped scenes and areas in maps in development.

And so, without further ado!

<img src="http://www.hlrally.net/~creme/images/ns_crem1_shot1.jpg" border="0">
<img src="http://www.hlrally.net/~creme/images/ns_crem1_shot2.jpg" border="0">
<img src="http://www.hlrally.net/~creme/images/ns_crem1_shot3.jpg" border="0">

Enjoy! I may make the sources available if someone is really really keen on this Ready Room as I may not have time to create the world to surround to do it justice :)

Comments

  • humbabahumbaba That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
    Very Nice. Curvy and Moody. I like everything but the join team signs could use a little . .I dunno. Some kinda border or thingy holding them or something. Other than that, it looks nice. Good lighting and great architecture.
  • CremeCreme Join Date: 2002-04-11 Member: 416Members
    Also, I'd just like to offer my thanks and kudos to the guys who have contributed to the Guidelines and other FAQ's. They saved me a lot of hassle, and required only 2 or 3 newbie type questions which I aired on #naturalselection.

    I highly recommend all interested mappers see this forum thread before doing anything else!
    <a href="http://www.natural-selection.org/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=4;t=100" target="_blank">http://www.natural-selection.org/cgi-bin....4;t=100</a>
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Reminds me of ns_plant. And that's definitely a good thing!

    Keep it up!
  • MaLiCeMaLiCe Join Date: 2002-04-09 Member: 396Members
    yeah i like it, but how are the r_speed's when you have lots of other player?
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    That looks quite nice, Creme.  It looks like you're on the right track with the "feels dark without being dark" and "colorful and contrasted" look you have.  Welcome to NS.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Very nice pics, great contrast.  Looks like i've found this months best newcomer <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Looks terrific, Creme. Curviness == cool. As for r_speeds (as asked by MaLiCe), they are not a huge factor for the readyroom. That is, they can be much higher than the rest of the map, as there is no action in the Readyrooms except conversation and sprinting for the team joins...
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Ummm... more please!!!! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • DanDaManDanDaMan Join Date: 2002-03-19 Member: 335Members
    the lighting on the stairs reminds me of the movie theatre
  • JustinSaysJustinSays Join Date: 2002-02-08 Member: 182Members
    Just outa curiosity, you sure that thing can fit 32 players? GREAT job tho, i love the arch... keep up the good work...
  • CremeCreme Join Date: 2002-04-11 Member: 416Members
    Thanks very much for your comments, although getting the contrast in those screenshots did require a 'Levels' adjustment in Photoshop. However, in-game I found the level to be suitably visible, while keeping some dark moody areas.

    There are the prescribed 10 starts, but I'm a little confused as to how many starts there should be. Which was the only conflicting information I wasnt sure about. I would have thought at least 16 would be required, (or the full 32) but I'd have to make the starting end a bit wider (no big deal..) I'm already considering making them multi-tiered (multilevel) as well, so that the guys at the rear dont inadvertantly get trapped behing a bunch of Bobs or something :)

    btw, its a lot wider and taller than it looks! That floor texture is scaled up, so that I could make use of the trim on the edges of that texture. I could easily see how that might confuse your sense of scale ;)

    r_speeds took me by suprise in this map. It Maxes out at 312 wpoly, and I only got that by floating to the top corners of the map to get the most polys in view.
    I have to admit that making maps for HL Rally teaches you brush your curves properly, or you are wasting your time ;)

    Indoor stuff is so much more forgiving the r_speeds department! Ive forgotten how much easier it was to make indoor stuff!

    Also, given the enthusiasm for the map so far, I promise to at least get it to a playable outline level, with the main structure of tha map done. Adding proper architecture, details, style and lighting I may not have time to until later next week.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    If you're refering to needing to use Photoshop to get the env_gamma to look right, there's a formula for replicating the env_gamma effect in the Mapping Forum FAQ.

    And... what do you mean by 'brushing your curves right'? I'm gonna map some day, so I might as well learn everything I can... Or is this something covered in one 'o the tutorials over at Valve-ERC?
  • CremeCreme Join Date: 2002-04-11 Member: 416Members
    All I really referring to, is making your brushwork nice and clean, and dont just overlay stuff, or let brushes intersect at anything other than a vertex. There are some deeper issues, and technical aspects, but I could go on for hours on those things <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    I really like the green lighting. It really gives the whole scene a curious look. They whole layout is also very original, and seems to facilitate quick access to the desired team.

    I'd have to say my biggest concern is just that there is enough room for a crowd to start out... I've yet to see a populated game of NS, so I don't know.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I can't tell whether or not you're clear on the RR playerstart issue yet... So just to be sure, 32 player starts should be placed in the readyroom. Each spaced 128 units apart. Not as hard to do as it sounds, and there was a discussion on different methods of sqeezing them as close together as possible here a couple days back... I'm sure you can find it if you browse back a bit.

    If on the other hand, I'm making an idiot out of myself, and pointing out the obvious, please forgive and ignore me. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->



    <!--EDIT|ken20banks|April 15 2002,22:53-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    /me had an idea similar to Hera's originally, then saw Hera and said, "hey, it apparently works!" <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    /me still will use that idea if it's feasible at all.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    omg i made that exact same hallway ages ago for a sven map i never bothered finishing. Playing around with arches is uprisingly fun. ine curved a lot more times but the same basic structure. Oh yeah, and i clone the stairs for the roof so it dropped down at the same rate as the stairs. It looks very nice, keep up the good work.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    <!--QuoteBegin--ken20banks+April 15 2002,23:53--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (ken20banks @ April 15 2002,23:53)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I can't tell whether or not you're clear on the RR playerstart issue yet... So just to be sure, 32 player starts should be placed in the readyroom. Each spaced 128 units apart.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Ya, what he said.
  • CremeCreme Join Date: 2002-04-11 Member: 416Members
    My starts are 128 units apart. Thats a long standing measure taken for Quake engine games <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> (and likely other games..)
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    not sure if this has been mentioned cause I'm in a rush (to go out soon so I couldn't read it all)

    but with the join signs...if you make them func_walls or illusionaries or whatever - set it to additive mode and presto! you have no black just the glowing words..
  • CremeCreme Join Date: 2002-04-11 Member: 416Members
    Thats a great idea! Well done Hanz!
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    looks good.  i like the curves.

    also, great name!  reminds me of mine <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • Delete_MeDelete_Me Join Date: 2002-04-01 Member: 368Members
    My only comment is that you have to watch your plane count. Merkaba had something like this in his first map but had to take it out from the insane number of planes it created.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    hmmm, maybe you could reduce planes by lining up the out side brushes to make a square, so they use the same plane to normal.
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    Thats really a unique mapping style you have, and i like it alot.  You dont see alot of curves in maps for some reason...
  • CremeCreme Join Date: 2002-04-11 Member: 416Members
    <!--QuoteBegin--Cremator+April 16 2002,15<!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->4--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Cremator @ April 16 2002,15<!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->4)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->looks good.  i like the curves.

    also, great name!  reminds me of mine <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--><!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Cremator:

    My nickname for the last 6 years was CremaTor, but I recently altered it after I found there was 3 or 4 others about lately =/

    Plus it was begining to sound quite silly and unpractical, far too sinister! Creme now suits me far better, although I still have <a href="http://www.cremateddesign.cjb.net/" target="_blank">http://www.cremateddesign.cjb.net/</a> (long time no update tho..)
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    You used to burn dead people... now you're a donut filling!!!  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
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