Mmm... those white lights are oishii... (that means delicios btw) i would say the white lights are beautiful, don't take them out. they really create the atmosphear in that picture and removing them or making them smaller would detract from that feeling. Personally, i think it looks great. The white lights create a sort of clean, trim feel that isn't around NS a great deal. Most of it is the grity unclean feel. While that's very cool, i think the trimed clean feel has it's place as well. Good job! I likes it.
Ok, so i've done some more work and redone ns_deus's marine start. The lighting's still being worked on, since i'm having a few problems with it, heh, lighting just isn't my strong point. This also shows some of the new textures (the floor, door switch, sign above vent) that i've been working on. And before anyone comments on the second res node, it's a dead res node, it's just a cycler model and a busted console (also a new texture).
I have a question, btw. I made my own lightning texture. I simply named it "lightning5." Now, I attempted to utilize the all-popular "func_conveyor scroll" with the "scrollarc" texture. The problem is, my texture actually doesn't work <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I have no idea what the problem is. I DID notice that the scrollarc texture was not a 256x256 texture...it's actually 128x64. Could this POSSIBLY make a difference? Maybe the 'scroll' prefix? I'm at a loss for what to do <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
On another note, here's a few screens of my map! Yes, you'll notice that I am indeed running this map not in NS, but in CS. I just don't think I'm talented enough as of yet to make an NS map, so I'm just practicing with the wad and such in CS. It's also possible that I might just finish it up, and keep it for private use, as i'm sure the community would frown upon my pirated textures <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Could you guys give me some hints as to what I can do to appease you all?
Without further ado, here the (fantastic) screens are!
The only thing I don't like about it is the coloring of the middle room. Sticking a shot of industrial yellow in between clean futuristic blue sort of breaks the atmosphere. If you change that middle room a little, it would look totally 1000% aweosme.
Dubbilex, your links no longer work because you have exceeded your daily bandwidth at villagephotos. I highly recommend that you sign up at <a href='http://www.frailart.net/' target='_blank'>Frailart</a>, it is a much better host for images and sigs.
Oh God. I didn't even think about that. Why did I use Villagephotos in the first place? Thanks, Carbon! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Dubbilex: That looks quite nice, but I think you should try experimenting with some non-colored lights. Try adding a white spotlight perhaps. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Ok, here's a new room from ns_ayumi. I have worked alot on this map the last week, and I'm getting really close to a first Beta! Horray! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <img src='http://medlem.spray.se/mkse/nsworld/ayumi5.jpg' border='0' alt='user posted image'>
<a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=246' target='_blank'>Ns_Ayumi at NSWorld</a> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
Only problem with using non-colored lights is that with the CS FGD, I can't use env_gamma. Because of this, the textures end up looking washed out and overbright when I don't use colored lights <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> And on the other hand, don't colored lights just look <b>cool</b>? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> It seems that I don't get the mood of the map right when I use normal lights. Who knows. Perhaps I'll do a little experimenting. Thanks!
But look on the bright side-this isn't an NS map, so it doesn't look like NS <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
nice <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> u spent a lot of detail on the outside aswell <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Monkey: The pipe is my main concern in that image. It's so big it takes a lot of the attention but it has a nasty texture on it that makes it look like VERY stripey. At the end of the pipe i can't tell if it goes up or not but i suggest you add a bracer to the end to remove that whey pipe jutting out of my wall look. Also i'd probably remove the 2nd and 4th support from the pipe as it feels abit repititive
Infinity: I like the lighting you have there, but the textures just seem to have too many lines to them. Maybe you could enlarge the ceiling textures to 2x and see if it looks good. As it is it just feels like the room is too busy, and as a skulk would get VERY disorienting when running around and whatnot. (ok, maybe it wouldn't, but that's what it seems like) Other than that you might want to look into how your jpegs are being compressed.... whatever program you have doing it now is really putting some distortion into the pics.
I like the seeminly-random shiny pipe at the end <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<!--QuoteBegin--moultano+Jun 30 2003, 08:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 30 2003, 08:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> textures look way too stretched in that. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Really? I don't think I stretched a single one in that shot..
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<!--QuoteBegin--Insane+Jun 30 2003, 04:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insane @ Jun 30 2003, 04:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--moultano+Jun 30 2003, 08:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 30 2003, 08:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> textures look way too stretched in that. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Really? I don't think I stretched a single one in that shot.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> hmmm could just be the jpg compression. The ceiling particularly
<!--QuoteBegin--quazilin+Jun 22 2003, 01:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (quazilin @ Jun 22 2003, 01:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> lo! its me agáin! =) This is my third try for marine start in ns_metal and its huge, dunno how it plays. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> hrhr... now I'm looking forward to <b>ns_heavymetal</b> <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--Insane+Jun 30 2003, 09:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insane @ Jun 30 2003, 09:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--moultano+Jun 30 2003, 08:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 30 2003, 08:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> textures look way too stretched in that. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Really? I don't think I stretched a single one in that shot.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Sometimes if a texture is on an angled brush it looks stretched if it is set to world. If you set it to face, it should look abit better imo.
Redone the Generator room. The other was actualy too small. And now skulks got a chance hiding in there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> The result:
Comments
Space Ape that is unbelievable!! That is soo cool looking. There is so much to learn.
But with this thread, I shall.
Pple, kkep up those screenshots we wanna watch more.
<img src='http://www.andrew.cmu.edu/user/rmoulton/hall.jpg' border='0' alt='user posted image'>
At the moment, i don't want to post screenshots from the map i work on but later when almost finished i'll.
Belg
<img src='http://deus.org.uk/files/mstart1.jpg' border='0' alt='user posted image'>
<img src='http://deus.org.uk/files/mstart2.jpg' border='0' alt='user posted image'>
<img src='http://deus.org.uk/files/mstart3.jpg' border='0' alt='user posted image'>
I have a question, btw. I made my own lightning texture. I simply named it "lightning5." Now, I attempted to utilize the all-popular "func_conveyor scroll" with the "scrollarc" texture. The problem is, my texture actually doesn't work <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I have no idea what the problem is. I DID notice that the scrollarc texture was not a 256x256 texture...it's actually 128x64. Could this POSSIBLY make a difference? Maybe the 'scroll' prefix? I'm at a loss for what to do <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
On another note, here's a few screens of my map! Yes, you'll notice that I am indeed running this map not in NS, but in CS. I just don't think I'm talented enough as of yet to make an NS map, so I'm just practicing with the wad and such in CS. It's also possible that I might just finish it up, and keep it for private use, as i'm sure the community would frown upon my pirated textures <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Could you guys give me some hints as to what I can do to appease you all?
Without further ado, here the (fantastic) screens are!
*EDIT* Villagephoto garbage removed
I'm a mapping noob in desparate need of help!
u got COUNTER SUCK as handgun ! wutahel!?
u changed it:0
well <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.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--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.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--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
The only thing I don't like about it is the coloring of the middle room. Sticking a shot of industrial yellow in between clean futuristic blue sort of breaks the atmosphere. If you change that middle room a little, it would look totally 1000% aweosme.
u got COUNTER SUCK as handgun ! wutahel!?
u changed it:0
well <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.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--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.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--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
no, no, no. Read my explanation above the pictures <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
<a href='http://www.frailart.net/members/Dubbil3x/room0000.jpg' target='_blank'>Screen 1</a>
<a href='http://www.frailart.net/members/Dubbil3x/room40005.jpg' target='_blank'>Screen 2</a>
Ok, here's a new room from ns_ayumi. I have worked alot on this map the last week, and I'm getting really close to a first Beta! Horray! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<img src='http://medlem.spray.se/mkse/nsworld/ayumi5.jpg' border='0' alt='user posted image'>
<a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=246' target='_blank'>Ns_Ayumi at NSWorld</a>
<!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
Only problem with using non-colored lights is that with the CS FGD, I can't use env_gamma. Because of this, the textures end up looking washed out and overbright when I don't use colored lights <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> And on the other hand, don't colored lights just look <b>cool</b>? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> It seems that I don't get the mood of the map right when I use normal lights. Who knows. Perhaps I'll do a little experimenting. Thanks!
But look on the bright side-this isn't an NS map, so it doesn't look like NS <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Wow. I should stick with that excuse...
the bridge area, its supposed to be dark as it is close to a hive
do comment on the light
<img src='http://pic7.picturetrail.com/VOL185/1239570/2350425/28446361.jpg' border='0' alt='user posted image'>another pic from the bridge
[EDIT]: just registrered my map at NSworld, about bloody time
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Really? I don't think I stretched a single one in that shot..
Really? I don't think I stretched a single one in that shot.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
hmmm could just be the jpg compression. The ceiling particularly
hrhr... now I'm looking forward to <b>ns_heavymetal</b> <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Really? I don't think I stretched a single one in that shot.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Sometimes if a texture is on an angled brush it looks stretched if it is set to world. If you set it to face, it should look abit better imo.
<img src='http://www.home.no/markus-l/gen_test0003.jpg' border='0' alt='user posted image'>