Ns_below Or Maybe Not...
CallMessiah
Join Date: 2002-06-24 Member: 813Members
<div class="IPBDescription">Screenshots and what happened to Horizon</div> So, hi, guess I'm back, since I got nothing else to do, but waste my life in front of this unthankful editor that doesn't offer even the slightest word of appreciation, let alone criticism, except maybe for things like "leave saw into leaf" or "leak" or, as it is the case, with ns_horizon: MAP_MAX_CLIPNODES. I thought this was pretty amazing, considering that I didn't have a map even half as big as nothing or similar official maps. This combined with the fact that I was only 70% done with the basic layout kinda forced me to put Horizon on hold for indefinite time.
So, instead of wasting my time on that, I started a new map, keeping an eye out for the horrible limits on this aged engine we all have come to love... or maybe I just couldn't get myself to finally learn UnrealEd.
Anyway, I started this map, which is some sort of mining facility on a planet or an asteroid, whichever seems more appropriate later on. It features large natural rock areas, where I tried some new things with the vertex manipulation. Before start getting all exited, only new for me, probably not for you...
The name below was just picked at random right before posting, as it is currently running under the name ns_ip in Worldcraft (no, not Hammer, I'm still using 3.3, so sue me!) for In Progress.
I owe a big thanks to Fam, whose v_wad ist just incredible useful for my needs and yes, the best texture in that pack is v_dan_rock, which he didn't even make, if I'm not mistaken. So thanks to his brother!
Anyway, here are some first shots, way to dark I guess, but I'll try nevertheless.
First shot is a hallway, leading out of marine spawn.
So, instead of wasting my time on that, I started a new map, keeping an eye out for the horrible limits on this aged engine we all have come to love... or maybe I just couldn't get myself to finally learn UnrealEd.
Anyway, I started this map, which is some sort of mining facility on a planet or an asteroid, whichever seems more appropriate later on. It features large natural rock areas, where I tried some new things with the vertex manipulation. Before start getting all exited, only new for me, probably not for you...
The name below was just picked at random right before posting, as it is currently running under the name ns_ip in Worldcraft (no, not Hammer, I'm still using 3.3, so sue me!) for In Progress.
I owe a big thanks to Fam, whose v_wad ist just incredible useful for my needs and yes, the best texture in that pack is v_dan_rock, which he didn't even make, if I'm not mistaken. So thanks to his brother!
Anyway, here are some first shots, way to dark I guess, but I'll try nevertheless.
First shot is a hallway, leading out of marine spawn.
Comments
As always, cirticism welcome, expecially on how to improve my poor lighting.
or the screens just suck dunno <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Oh and yes, it is way to dark right now, I think, but then again I just wandered through the beautiful darkness in ns_napo and thought I'd get away with it, because I hate doing the lighting. That and the jpg compression doesn't really look good at all.
I love that rail walking thing on top of the lava, that will make for some nice battles!!
as far as the dark places go, man keep them we need more dark corners, like on ns_nothing powersilo on the top where there is hiding places, the corners in there are dark as hell, what I do is turn on my flashlight,(marine side) and you can see them, so yeah the dark areas is a great idea!!
This is kinda growing faster than I can type... argh... didn't get used to these new crowded forums yet.
Anyway, thanks Titan. But I think it is too dark overall, too. And I was never quite happy with those tracks hanging in midair, as it is really hard to walk on them right now, but I didn't have a decent idea to make them more accessile so far.
a cave!
/me want to hug messiah
Weldables... make a weld which welds sheets of metal over the tracks so they are easier to walk across mebbe..
rhubarb.
I was thinking about somehow having a weldable there, making the whole thing easier to walk on, but then again, I couldn't think of anything reasonable to put there. Having metalplates apear out of thin air somehow doesn't seem right to me, but that was the first thing I thought about too.
Maybe I will go with that bridge, only that I'm not quite sure how that will work, since the whole "room" is kinda narrow and anything will look really massive in there and it will loose the vertigo effect, I hoped to achieve.
Only one question: Why 80x48?
Don't turn up the lighting one bit. That rocks.
(The third and fourth shots, I believe, of the hallway... stick some steam in there for fun)
* Shakes fist at SLAP for not making it 64x32 in the first place *
I'll do one for ns_lights1 tommrow.
I will probably have a new version of the tunnels and the lavapit tomorrow with overlayed lighting and some a new idea for those tracks hanging in midair. Till then, stop posting people, I'm off to bed and can't reply anyway... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
put a broken old bit of train somewhere nearby and toggle it off with the weld ie, before weld - broken old train bits (or stack of old supports/metal plates or busted door etc etc), After weld, nice bridge..
rhubarb.
It currently really looks kinda weird and i am not shure if it is a good or bad thing. propably depends on the rest of the map, how it all fits together.
For the v_wad search for v_wad, post by Fam.
Perhaps for the rail sections, you could have a narrow grate walkway to one side. It would provide a means of getting from one side to the other in relative safety without having to navigate the rails.
I really like the idea of having to watch your step for fear of killing yourself. IMHO There are not enough hazards in the current maps available. Of the ones I can think of there are ns_cilras_1229 with an electrical hazard at the top of a ladder in North Junction, ns_lost with a bottomless pit surrounding a resource tower at Eternal Requiem, and one other, I think its ns_nothing, with a bottomless pit in the generator room.
There need to be more hazards to be cautious of in my opinion. Space is not a friendly place. Very industrial. Full of machinery and natural hazards that could kill you if you are not careful.
<!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
MST <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
There probably won't be anymore until the 17th, since I have finals the next to weeks and I'll be busy saving my sorry self from failing horribly.