Ns_glacier

OrdosOrdos Join Date: 2002-11-16 Member: 8903Members
<div class="IPBDescription">formerly ns_frostbite</div> Ok, as per supernon's suggestion, I've changed the map name to glacier as frostbite was already taken. Here are some new screen shots. I reduced them to 640x480, a few of them are still large (most are around 200kb) but I've just put them in link form. Ns_Glacier (In case you missed my first post) Takes place on an glacier drilling station. It's a very dark map, literally. There aren't a whole of light places (giving the aliens a bit of an advantage) but by the same token, there's not a whole lot of places aliens can ambush marines from (I feel this sort of balances it out a bit). Now then, onto the screens.

<a href='http://members.lycos.co.uk/planetordos/glacier/ns_glacier01.jpg' target='_blank'>http://members.lycos.co.uk/planetordos/gla...s_glacier01.jpg</a>
Here's the marine spawn. Not much else to talk about.

<a href='http://members.lycos.co.uk/planetordos/glacier/ns_glacier02.jpg' target='_blank'>http://members.lycos.co.uk/planetordos/gla...s_glacier02.jpg</a>
This is lookig down the hall to the marine spawn (one entrance). I've reduced the red in the area just a bit.

<a href='http://members.lycos.co.uk/planetordos/glacier/ns_glacier03.jpg' target='_blank'>http://members.lycos.co.uk/planetordos/gla...s_glacier03.jpg</a>
Yet another hallway.

<a href='http://members.lycos.co.uk/planetordos/glacier/ns_glacier04.jpg' target='_blank'>http://members.lycos.co.uk/planetordos/gla...s_glacier04.jpg</a>
Waste handling ver 2. If this water texture still doesnt fit, feel free to suggest a good one <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> It's quite possible for marines to get up on 3 of the 4 large pipes without a jetpack.

<a href='http://members.lycos.co.uk/planetordos/glacier/ns_glacier05.jpg' target='_blank'>http://members.lycos.co.uk/planetordos/gla...s_glacier05.jpg</a>
Here's one of the new additions: Pipeline control. As you can see, this is one of the hive locations. (There should be a few white lights around the room's floor against the wall, but I forgot to compile AFTER I added them.

Comments

  • UnknownUnknown Join Date: 1970-01-01 Member:
    nice, very nice

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    Wow, definetly impressive. I really like that 5th picture (pipeline control hive). <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • UnknownUnknown Join Date: 1970-01-01 Member:
    i love the hallway, because its just a small hallway [although aliens may be **** about it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->] but its so detailed and still looks like it wont kill my fps

    looks so mad

    cant wait to bust my cap downloading it then palying it by myself <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    nice to see you got rid of those lights in the hallway so skulks can walk on the ceiling, looks much better than before, waste handling looks to be a good skulk ambush area, but assaulting that marine base with those straight corridors..... i dunno about that. Maybe a girder or a crawl space or two might give them a chance to assault without getting completely mowed down ?
  • EgoEgo Join Date: 2003-01-27 Member: 12804Members
    nice, great lighting, but maybe smore abush points close to the marine base or at the marine base start hallway?

    ns_caged is a good example of alota ambush points for skulks/aliens. but its rez are spread superfar apart <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->


    do you got a double rez in that map?


    Ego

    [FACT] - i map
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Too dark and too "red".
    Archi looks good.
    Add more pipes and room between them so only skulks can go in between them <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • TomCerulTomCerul Join Date: 2002-11-22 Member: 9614Members
    shot 1: That's purty. I still fear that floor texture though.
    Break up the ceiling a bit. Maybe light fixtures.

    shot 2: That looks better. Subtle change, but much better.

    shot 3: Maybe a bit brighter, my friends have old and dark monitors. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    shot 4: HEY, that's not an LMG, that's a pulse rifle! OMG HAX BAN *whine whine whine*
    so um, cool.
    That's a pipe in the middle distance, not a hand rail right? I'd say spin it a few degrees so that the light catches more then one surface. That way it won't look square. (I think) Can you make it so it breaks when a marine stands on it? Cause they will.
    (how do you get the textures to align when you miter the corners of an octagonal pipe? I can get like 3 of the 8 surfaces to fit, but the others are hopeless.)

    shot 5: hey, did you outline the vent holes with caution tape? cool.
    I forgot which Bond movie it was, but they got some important guy out by putting him in a pipeline cleaner called a "pig". Basically its a cylinder which fits tightly into the pipe and scraps the sides clean. Anyway, maybe that's what the crane is there for, to pick these things up and load them into the pipes.

    Is there a strobe light style? Not like dance floor strobe. Like a fire alarm strobe. A super bright light every second or so? That might make a cool accent for the red hallways.

    PS- Oh, I found your new screenies <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • OrdosOrdos Join Date: 2002-11-16 Member: 8903Members
    Thanks for the input.

    Rest assured, there are two additional way into the marine spawn that are quite skulk friendly (originally only one other) The first is an unlit vent (entrance can be seen in the waste handling shot... in fact none of my vents are lit... why would air vent shafts have lights in them? Any maintanence can be done with a flashlight <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->) The second way in is one of two things (havent decided which yet, I'll let you know when I have).


    Tom-

    Confused about you "fearing the floor texture"

    Shot 3 is actually contrasted. Right behind me (in the shot) is the area in shot two, while at the end of the hallway is waste handling. Two very bright places, so I figured I'd contrast them with a dark connecting hallway. It's probably hard to picture without actually PLAYING the map, but if the playtesters don't like it, I can always change it.

    That's a pipe. Believe it or not I spun it a total of 8 times <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> and the damn thing still won't reflect properly, I think it's those floodlights I have around the rn. I like the idea of a breakable pipe, I might do that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. As for the big pipe textures, let's just say that's 30 mins of my life I'll never get back <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> Try adjusting each side seperately, and use the scrollbars, don't type numbers in. It's monotonous, but as long as the pipe is a single brush, it will align.

    That's exactly the use of the crane. I was going to put a pig in the crane, but without proper textures (I'm not great at making object specific textures) it would just look strange.That's just a light under the grating (pipes down there that come from waste handling).

    Oh, and about the lights, keep in mind, some are set to flicker (one in the marine hall is flicker A).
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    edited February 2003
    wow, that looks awesome!
    pipeline control kicks ****!
    and so do those corridors.

    I suggest maybe some more windows around the level? only to remind the player that they arent on another space-ship.
    and maybe you could use some of Fam's snowy textures to create some frozen areas...
    as a said, pipeline control looks awesome, but it is missing a key feature. I recommend adding some more "moisture" to the area, to suit the Khaara environment, maybe some water leaking out of the pipes onto the floor?

    from what i've seen so far, excellent stuff <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • AkashaAkasha Join Date: 2003-02-19 Member: 13755Members
    edited February 2003
    I want that Weapon skin !!!!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    were did you get it ?
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    <!--QuoteBegin--Akasha+Feb 25 2003, 10:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Akasha @ Feb 25 2003, 10:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I want that Weapon skin !!!!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    were did you get it ? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    search for it.
    and you could at least comment on the map.
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    Are pipes the new in thing? Because I seem to be using them alot too. . . maybe its just me but I noticed lots of pieps. Not only in glacier and in my own map. For example Veil has many a pipe compared to the official maps and most custom maps. just saying . .

    nice.. .too red and too plain in areas though (make more imaginative ceilings)
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    hey as i sed before , great map. When do you think you will have a working 'beta' version of the map for us to test? yeah , i reckon that there should be new areas that are 'under construction' for new tunnels into the glacier, put a double res node there because the nano-network is under construction too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> then again, double res nodes can tend to nerf the game up as the marines tend to be able to hold this position better earlier in the game :|
  • OrdosOrdos Join Date: 2002-11-16 Member: 8903Members
    Double res? I dunno, I'm still thinking about it... If I do place double res node, it'll be in an area that has virtually no room for turret factories/turrets
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Hmm, that marine spawn looks somewhat familiar... but I like it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Nice work, seems the gist of what could been said has been said.
  • Uh-OhUh-Oh Join Date: 2002-11-04 Member: 6917Members
    me likes. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    me wants. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    me needs. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    yeah but then it takes too much ppl power to defend... i say if you put a double res node in, at least make it assaultable as well as defendable
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    *Avalanche*
    must...see..more..of..map
  • OrdosOrdos Join Date: 2002-11-16 Member: 8903Members
    I'll get more screens up soon, I was inspired today while dozing off in my English 201 class, and came up with a few ideas on how to make a few dull sections a little more interesting. I'll add them in and should be able to get you a few new section screens.


    My map could be divided into Top, Center, Left, Right, Bottom Left, Bottom, and Bottom Right. So far, Top, Right, and Bottom right are done. Working on Center (almost done) and Bottom now. That just leaves Left and Bottom Left <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    <!--QuoteBegin--Ordos+Feb 27 2003, 07:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ordos @ Feb 27 2003, 07:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> My map could be divided into Top, Center, Left, Right, Bottom Left, Bottom, and Bottom Right. So far, Top, Right, and Bottom right are done. Working on Center (almost done) and Bottom now. That just leaves Left and Bottom Left <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Er...so left..right..top..bottom..no.left..right..bottom..top..left..no..erm..right..left..no..left..center..right..er..mmm...botton..aw Nuts.
  • OrdosOrdos Join Date: 2002-11-16 Member: 8903Members
    Yeah, I wrote that and now even IM confused.
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    Your architecture is niftylicious, but as a few other people up there have said, it's a bit dark and a bit red-looking.

    Can't wait to see it released.
  • bicballbicball Join Date: 2002-11-23 Member: 9751Members
    Why are they drilling gladicers? Did they lose the recipe for ice?

    I suck <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    maybe ...... but the map is supposed tpo be dark, although drilling thru a glacier, maybe there a giant sky light??
  • OrdosOrdos Join Date: 2002-11-16 Member: 8903Members
    edited February 2003
    The only bright portions of the map will be:

    Command Ops
    SatCom
    Transport Platform
    and the Atmospheric Tether.

    SInce I re-did the deisgn, I might increase the light a bit, however, not sure yet.

    Oh, yeah, they're drilling it because the planet it's on is basically just snow and ice. They need to drill the glacier to then melt and use for water/hydro power...

    ...unless I come up with something better.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    maybe they could be drilling into the mounting for fossilized nano-sludge <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    i really like this map. i want to play!!
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    edited March 2003
    as i sed, wot about a giant sky light???


    edit : frozen nano sludge?? fossolized?? doesnt LIVING ORGANIC thingys with SKELETONS fosolize, not nano technological metal thingies??
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