Ns_somethingorother
ImaTarget
Join Date: 2002-11-01 Member: 3415Members
<div class="IPBDescription">Suggestions welcomed</div> Well, i actually started my map now. There are many things i run into wich really make it hard but i am learning fast. I had to scrap everything 3 times due to mr. r_speed but it seems i am on the right track now. Its the very first map i have ever build so don´t be surprised if it never gets finished <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> Comments and tips are VERY welcomed! so here are them screens:
This is the Marine Start. As you can see currently the r_speeds are totally fine, so i am currently butchering my brain for detail ideas.
This is the Marine Start. As you can see currently the r_speeds are totally fine, so i am currently butchering my brain for detail ideas.
Comments
I really like the second shot of this corridor. I love the industrial look to it. Just don't overuse the corridor, or make it too long, otherwise the map may begin to look repetitive.
The fourth shot of the main corridor is cool. It doesn't look like many corridors in the other maps I've seen for NS. It kinda reminds me of Star Trek.... (I'm not a trekkie!). It looks like you've used only a small amount of brushes and textures for it, but have made it look really attractive. I like the darkness above (you can't see the ceiling), this gives it a real sense of depth. Simple yet effective.
Nice work.
very impressive for a first mapping attempt.
The other pics are fine except for the criticism most found in this forum. ........ drum roll please.... "easy with the hazard texture".
Doing well.. Good luck with the rest of the map.
1. Indenting the border around the MS won't give much benifit compared tot the cost in work and increasted r_speeds.
2. The long strips of spotlights along the sides of the MS must be adding a heafty chunk to your r_speeds. Might be worth making a custom texture with a strip of those lights in it.
3. I'l like to see some door frames around the doors in the MS and prehaps trim around the edges of the floor.
4. There is a n overlay texture for the lights your using in the maintainence hallway. I recoommend you use the overlay rather than having glowing frames.
5. The final hallway looks a little too clean for NS, I hope you'll use grubbier texture for the real thing.
Good work. I look forward to seeing more from you.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Don't do this. Not every single part of NS is grubby. Many of the official maps have sections where particular areas are not industrial. I'd be disapointed if that main corridor was retextured, it looks great as it is.
The marine start shall be some kind of "personal docking bay" or something like that. Ill make it a bit bigger. maybe a tad wider. It is actually not that small, just feels like it because of the different height levels. And i will defenetly keep the clean look of the last picture, since that is basicly my main concept. one half wich is in the bowels of the ship dirty but where most people work will be clean.
Chrome Angel:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1. Indenting the border around the MS won't give much benifit compared tot the cost in work and increasted r_speeds.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Hmm you are right in the beginning it was a light strip but now i can loose it.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->2. The long strips of spotlights along the sides of the MS must be adding a heafty chunk to your r_speeds. Might be worth making a custom texture with a strip of those lights in it.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Didn?t know small textures can contribute to r_speeds. I will look into that!
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->3. I'l like to see some door frames around the doors in the MS and prehaps trim around the edges of the floor.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Doors i have a closeup attached so you can see there is in fact a door frame, just not easily visible from the position of the screenshot.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->4. There is a n overlay texture for the lights your using in the maintainence hallway. I recoommend you use the overlay rather than having glowing frames.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Didn?t know there was an overlay texture. Have too look closer i guess, thanks!
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->5. The final hallway looks a little too clean for NS, I hope you'll use grubbier texture for the real thing.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Like i said above, i will keep that clean look, sorry. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Heist:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Try adding some textures with more detail. The plain blue ones are the problem. Also try adding at least a little white light. Not too much because I like the effect, but enough to offer some contrast.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Well for teh textures i am stuck with what i have, sadly. So ill see what i can squezze out of em and maybe use details from other sets, ill have too see. As you can see in the doorpicture the textures aint blue at all, there are a very dark grey. I will propably add some "dead" doorframes likle the ones in the below picture wich should give some white "highlights"
Tommyd:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i'd choose some other textures besides those grey wall_lab tex's.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Hmm textures are my main problem, i just cant find any wich would fit in there nicely <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->try out some spot lights in that last pic and it will have more contrast<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> There are spotlights right underneath the main lights in this big corridor. or do i misunderstand you?
Thanks again to all of you. Well lets see what we can do! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
helpful in openGL mode to check R_speed and vis(ible polygons).
Very good looking map indeed! I wish you complete it, because it's awesome!
When the first version is released?
I had something in mind like that for my current project but I'm gonna have to change it around some so I don't look like I'm stealing from you. ^ - ^
I really like that look in a map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
gj =)
And i am happy you associate "star trek" with that corridor, since this was exactly the look i was aiming for. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->