Ns_democles

BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
<div class="IPBDescription">Take two</div> After little more of 10% of the map complete, im already battleing with max_map_miptex errors. I'm not a newb mapper (been doing it for 6 years) but this is the first time i've ever undergone such a big project as ns_democles and ever got to the point of getting this error <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

I've had to do a little rethink of the map after getting it so early, and i've changed my original design so a ns_hera "texture themed" map. To avoid getting this error again, im gonna do the rest of the level with simply boxes and 1 texture on them and minimal lighting. This will ensure i've got my whole layout done without reaching the mapping limits too soon. I simply hate the idea of "cutting back" when i do levels. I always stick with my original design (yeah im hard headed <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )


'nuff ranting. Screenies time (Keep in mind the textures will change):
***None of these shots have been gamma modified***

<a href='http://www.thegamingelement.com/xmas/other/ns_democles0.jpg' target='_blank'>Material Transit</a>
<a href='http://www.thegamingelement.com/xmas/other/ns_democles1.jpg' target='_blank'>Getting the hang of light_spots <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--></a>
<a href='http://www.thegamingelement.com/xmas/other/ns_democles2.jpg' target='_blank'>Dark moody hallway </a>
<a href='http://www.thegamingelement.com/xmas/other/ns_democles3.jpg' target='_blank'>Dark moody hallway 2</a>
<a href='http://www.thegamingelement.com/xmas/other/ns_democles4.jpg' target='_blank'>Marine spawn (all lights have overlays)</a>

Now, i've had a lot of feedback about people saying it's too big and disproportionnate.

I assure you, only the marine spawn gives this feeling and for a good purpose. The rest is to give the people that like playing ONOS (like me) enough space to move, as well as keep the lerks from colliding with rafters and columns <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Plus the spawn only has 1 exit and you have to get to where Pic #2 is before you can part in 2 seperate directions. But there will be vents in/out of the spawn.
Note this can change anytime with playtesting.

Comments

  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    oh and a lot of people have been asking about my knife.
    It's a custom model i made few days ago.
    If you like it, <a href='http://www.thegamingelement.com/xmas/other/NSknife.zip' target='_blank'>download it here!</a>
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    Nice map, good detail, and only 10% done, I would say more, because when you think about it, you put it the detail as you were going along
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    yeah you'd think more.. but it in reality, i haven't even made any of the hive points yet or close to a ¼ of the hallways!

    Think of a map as complex as ns_caged, mixed with an ns_hera look.
    Won't be easy...
  • rimj0b_r0dentrimj0b_r0dent Join Date: 2003-03-16 Member: 14581Members
    Your hallways look kinda big. This gives the mearines an advantage in the beginning since they have more time to see/shoot the aliens before they get close enough for the kill. But that's what playtesting is for.
  • Lumberjack_WannabeLumberjack_Wannabe Join Date: 2003-03-11 Member: 14404Members, Constellation
    I really like.

    As rimj0b said, though, the hallways sorta look wide. Maybe putting cover in the walls would help a bit... something like that... so skulks could hide. Anywho, looks awesome.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Well in the 3rd pic, there is going to be a vent on the right.
  • LonixLonix Join Date: 2003-01-27 Member: 12811Members
    hhmm those dark moody hallways...im thinking they are <b><i>Too</i></b> dark..either that or my monitors gamma is low...
    The ol' Pinkish lab textures are great cant see why people are sick of seeing them....there is only a few maps that actually use them
    alot Eclipse, Hera and a few others just use em here and there.

    Only 10% complete huh.
    hmmm not bad <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    I keep stuggeling with getting the first few corridors off my marine start then after that everything just starts to pull together.

    Dont rush this one! could turn out to be a v.gwd map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • GordonGordon Join Date: 2003-01-01 Member: 11707Members
    I like it, you seem to have taken care of many details, and everything looks just in place.

    -GF
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    I'm missing quite a few spot_lights in some of those hallways...

    And wait til you see what i got planned with the particle system! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    Do you have texture based lights that turn on and off realistically? I just learned how to do that the best possible way today, with no bit of help mind you.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    I think you're one of the first mappers to successfully use the wall_lab textures /without/ making it look like ns_eclipse. Bravo <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I especially like the 04 screenshot, not sure why yet, it just looks spiffy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DY357LXDY357LX Playing since day 1. Still can&#39;t Comm. England Join Date: 2002-10-27 Member: 1651Members, Constellation
    Some nice shots there, expecially the light_spots and the Marine Spawn
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    hmmm i have no light_spots in the marine spawn.. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Yamazaki: thx!

    masterswordman: huh? Map is lit 100% with texlights.


    Mind you i do not plan on using the wall_lab textures everywhere.
    Only in 2 places: Marine spawn and the central junction (yet to be mapped, but think of holoroom type gameplay in there <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> )
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    There is a way to turn texture lights on and off, at one time there were tools that let you easily do the effect, now it's a 404 error when you try and download. I emulate the effect, not too shabby either.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    well i have no desire to switch my texlights on/off in my map so.. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Any more feedback before i continue mapping?
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