Ns_escape

Doodle_BobDoodle_Bob Join Date: 2002-05-12 Member: 603Members
A map I've been working on. Real early screens though. And now to tell me how it sucks. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->

<img src="http://dodsigs.homestead.com/files/ns_escape0004.jpg" border="0">                                                      
<img src="http://dodsigs.homestead.com/files/ns_escape0000.jpg" border="0">

Comments

  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Heya Doodle Bob. Welcome.

    I certainly like your architecture there, but the lighting could probably use some more work. Don't know how much this will help you, but I'd try for something a little more dramatic in that department. I'd also try for a little more contrast. I don't mean make it darker... I mean contrast. As in dark against bright... or more commonly known as shadows. Heh.

    Also, I can't say I like how the green blends in with the orange there... kinda... bleh. Could just be me though.

    Anyway, keep at it! With some lighting work, this could be something really nice.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    That's actually not bad, I like your architecture.  I'm digging the smoke in the first shot.  Your lighting could use a little work in the second shot, see if you can get some well-defined shadows in it.  Also, maybe it's just me, but I tend to think of the warning stripe texture as more of a trim than something to slap on the whole brush.  It just looks weird without a wall texture bordering it.  Anyway, keep up the work, and welcome to the forums <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Doodle_BobDoodle_Bob Join Date: 2002-05-12 Member: 603Members
    Thanks for the comments. Heh, yeah I know I need to work on my lighting. This kind of a map is a big change from the out door, more natural lighting of DoD.  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    i denno, i kinda liked the lighting in the 1st shot as a kinda "one small part" of the map- thingy, maybe tone down the green a bit.
  • Doodle_BobDoodle_Bob Join Date: 2002-05-12 Member: 603Members
    I've finally decided how I'm going to do this map, though. I don't if it's been done or not but: An underwater planet - thus an underwater station. With flooded hallways, vents, ect.. Just making for cool ambience.  <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    Doodle_Bob, that's a kick-### idea! This map shoots are really cool, I absolutely love the way you used smoke to add to the freakiness. The first shots a little multi-coloured tho. Remember not to make the hallways too small, unless they are designed to be used like vents and such. Most of the hallways should be a little bigger than that, but you're definitly off to an excellent start for never doing any ns mapping before.

    Normally you'd be considered a quite excellent mapper if you can accomplish something like that. Don't be discouraged by some of the shots you see us other guys posting in the forums. I don't mean to brag, but we are litterally almost the best mappers in the HL community. I doubt there's a single mapper in the world that wouldn't be impressed with those shots. Keep up the good work! You're on your way to fame
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    Not to spoil the up-beat attitude in this thread but dosent water make r_speeds alot higher?
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    looks great bob, little chunky but great lighting <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--SentrySteve+May 13 2002,16:03--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (SentrySteve @ May 13 2002,16:03)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Not to spoil the up-beat attitude in this thread but dosent water make r_speeds alot higher?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Yeah, I think so. Either that or it slows the game down by other means.

    A lot of people around here have expressed a large interest in a flooded level though. I'd say go for it! If it doesn't work out, the experience and learning involved alone, will make it worthwhile.

    It'd definitely be cool if you could pull it off. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Doodle_BobDoodle_Bob Join Date: 2002-05-12 Member: 603Members
    Yeah.. I'm not really going to flood alot of it. I was basically going to do a few areas by hives.. but I was also going to add things to make it seem like an underwater station. Things like a small pool with a sub in it and just stuff like that. A glass hallway (not too big for r_speeds sake) with some sort of water env.

    The one thing I thought would be cool is to have the glass walkway make it easier to get to a certain hive. But in order to do so you have to make your way through vents to get into the room, weld a panel that controls a drain, thus making the room drain of water allowing the doors to open and close; giving access to it.

    But this is just stuff I have floating around in my head.. I have to write a 5 page English term paper by Wed so I won't be doing any mapping till I finish my rough draft.  <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> stupid English
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    One trick you could do with the underwater parts (where you'd be looking out to the 'outside' of the map) is use the Hera fog tunnel trick but with sprites colored for deep water (blue or black) on the OUTSIDE of the window. So you don't have to block off fisibility with rocks or stuff. Or a crappy little skybrush that doesn't look real.

    Also, the underwater planet idea has definitely been thought of. Nothin' is stopping you though. Don't let it.

    [edit]Forgot, you probably don't know the Hera fog trick. It's basically very large sprites at very low levels of opacity spaced at even intervals along a corridor to give it a fog look. The same thing could be done to limit visibility in the water.[/edit]



    <!--EDIT|Moleculor|May 13 2002,17:23-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Hey! Or if a room was set up just right (small enough that is), you could do some tricky work with the (now working) env_fog.

    Just an idea, and really hard to explain, but I'll do my best:

    You've got a small room with windows looking out to the water on the east and west walls. The north and south walls contain passageways that progress forward (north and south, respectively) a little ways, and then bend away from the room at a 90 degree angle.

    Filling the enitre room is a worldbased "env_fog" entity. You would then set the fog starting distance to be *just* outside the window. A deepish blue color and somewhat thick density. The thing is, if the fog only starts just outside the window... no further in... and the room is sized perfectly so that the fog won't peek through when turning your view (hence the smallishness of the room), it'd probably make a pretty convincing water fogging effect on the outside of the window, without actually fogging your view inside the room.

    Or... that's the idea anyways. *shrugs*
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    yeah, i was going to say what moleculor said, you dont actually have to use that much entity water, theres quite a few ways you can fake it, especially when the player can't get to where the water is.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    The only problem with the env_fog would be that it would have to be a dead end room that was at the end of a corridor that turned immediately into the room. And you wouldn't be able to see the corridor at all from the room. Otherwise the fog fills the corridor as well.

    Also, if you want the water to simulate 'crushing' depths, put a small trigger_hurt out in the water so that a blinking Blinky blinking out into the water will start taking damage.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Not necessarily, Molec. If the room was wider from east to west than it was from north to south... and the two hallways bent to the right *inside* of the "free-from-fog" radius, AND only occupied the room itself, not the hallways... Both the rooms and hallways would be inside the open circle (the radius of space before the fog starts). When you leave the room and enter the hallways, you'd be leaving the env_fog as well, and once you get around the corner, the fog would be gone.

    The key is to make the room quite a bit wider than it is long. Wider east and west that is.

    Then again, what would happen when you walk through the room... the fog would move... :/
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