Ns_somethingorother

ImaTargetImaTarget 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.

Comments

  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    Next 2 shots from the tentavely named "Maintainance corridor" wich is the basic form of corridor for the "technical" part of the map wich leads to the lower and right half of the map in wich the systems are stationed that keep the spaceship running. Its the corridor leaving to the right in the MS. I am not too happy with the lightning and the details.
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    edited January 2003
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    ANother shot of the maintainance corridor
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    And the last one is the current concept for the main corridors/hallways wich are in the upper and left half of the map where for example the bridge and observatory is located. Mainly Texture and lightning test and not yet part of the map, but pretty close to where i want it.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    Great screens! The first one of the Marine Spawn looks a bit bland. It's an interesting layout though, with the different levels. It would be interesting to see how easy/hard it is to attack that. I think the spawn could do with some kind of distinguishing features, some kind of lighting scheme, or something. Think about why the Marines are starting there. Is there an entrance they might have just come through, something like that.

    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.
  • biofrogbiofrog Join Date: 2002-04-26 Member: 522Members
    The only shot that really made me stop and look at it for a while was the last pic, that hallway looks very nice, good work.
  • QuietusQuietus Join Date: 2002-03-13 Member: 313Members
    Definately stick with that last shot. It looks really good and looks like nothing else so far.
  • CivicGuyCivicGuy Join Date: 2002-12-17 Member: 10994Members, Constellation
    ya i must agree that last pic of the blueish hallway looks real nice. good to see different things come up now and again. hope u finish your map!
  • BaShildyBaShildy Join Date: 2002-11-01 Member: 2466Members
    I really like the look of this map. The 2nd shot is great. I really can't offer any gameplay suggestions because I haven't seen the whole map. Keep up the great work. If you put this much attention to detail as you did on these two rooms, I'm positive your map will become an official map.
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    good, clean brushwork and texturing... the MS seems a little small and grey...increase the size a bit if you can. i'd choose some other textures besides those grey wall_lab tex's. try out some spot lights in that last pic and it will have more contrast.

    very impressive for a first mapping attempt.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    Contrary to those posting in this thread. I think the last pic is just.. bland. It does have potential though. 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.

    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.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The general impression is very good.

    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.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    <!--QuoteBegin--ChromeAngel+Jan 21 2003, 09:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Jan 21 2003, 09:13 PM)</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-->
    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.
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    Thanks everyone! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> This kind of feedback keeps me working! for the general layout see <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=19240&hl=layout' target='_blank'>this topic</a>. It has changed in the sense that the corridors wont be as straight and such, but he positions of the rooms and general connectivity should stay the same.

    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-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    gl_wireframe 2
    helpful in openGL mode to check R_speed and vis(ible polygons).
  • statusqstatusq Join Date: 2003-01-10 Member: 12142Members
    Is this really your first map? EVER ? You should have seen my first map...
    Very good looking map indeed! I wish you complete it, because it's awesome!
    When the first version is released?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Thanks for the closeup. Nice doorways <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Yeah yeah yeah, last shot with the star trek look: KEEP. Perfect on your first try.

    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. ^ - ^
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin--ImaTarget+Jan 21 2003, 04:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ImaTarget @ Jan 21 2003, 04:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And the last one is the current concept for the main corridors/hallways wich are in the upper and left half of the map where for example the bridge and observatory is located. Mainly Texture and lightning test and not yet part of the map, but pretty close to where i want it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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 =)
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    Thanks for the nice comments, and yes its the very first time i build a map in hammer for HL. i fooled around with worlcraft around cs beta 5 or so but never accomplish or did anything.

    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-->
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