Ns_metal Screens

quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
edited August 2003 in Mapping Forum
<div class="IPBDescription">screenshots and report</div> If anyone is interested how ns_metal is going here is the report. 16.8.2003

I am going through the period when you feel like starting something new, leave the current map alone and let it vanish to the hd. The map is going really slow atm. New hive is coming, it´s going to be called "coolant station hive" or something similiar but I dont want it to be just another hive, I want it to be really cool and original. It will have infested pipes that transports cold water around the hot metal factory.

Please give me lots of feedback, suggestion and ideas because I need them now more than ever. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I am going to finish this map no matter what but how long it´s going to take, I really don´t know.

First screen is the outside area showing what kind of planet the factory is located and the landing pad for
transporters and other flying sci-fi stuff.

Comments

  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    This is the marine start and marines comes from the landing pad....
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    Air control area near marine start.
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    Here is one of the hives near cargo area. Surface acces hive.
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    Here is the metal melter area. Hot stuff.

    There is more screens but I think these are too much already.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    I absolutely loved Rampage, and I think I'm going to love even more this one.

    It looks so good <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Awesome.
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    I love the look of this map, cant wait to play it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    edited August 2003
    Thats looking really good. In the first shot I think that metal texture needs to be mixed up a bit, especially on the sides of the parts textured with that grey texture. It looks a bit awkward on the 45 degree angled joints too. The lip above the door could also use some other texture. Actually, you can ignore most of that and I think it will look fine, but it really does need to be aligned better on the 45s.

    The marine spawn looks done. Nice work there. The only thing I'm not too hot about are those doors on the far side. Are those supposed to have been swinging doors? I can't imagine having a sliding door in a ship that isn't recessed into the wall in its open state. Those may just be trim, its hard to tell from here, but if they are supposed to be sliding doors they need some sort of cage around them at least.

    Third pic looks good too. That control panel is sexeh. The ceiling texture might look a little awkward in game, its hard to tell. If so, making the light on the hologram point down and having some trim lights near the floor would probably fix it.

    The only thing that I think could improve cargo area is adding trim around the doors. That texture doesnt end gracefully in holes. Try just something flush with the walls around the doors and then extending up on either side of the supports.

    the infestation in surface access looks delicious. One little thing, that hazard strip door texture doesn't look very good on the top of that angle.

    the smelter looks awesome, nothing to complaing about. Make that pipe hexagonal if you can spare the wpolies, but it looks great as is.

    I'm not going to be able to give you any ideas for coolant station hive, because I have a hive room in ns_shiva call coolant processing hive. I think I've pretty much exhausted all of my ideas for a coolant control area. There's a pic in the screenshot thread if you need any inspiration.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    sweet <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    you want ideas for coolant station hive?
    have the walls be COVERED in pipes. Infestation grows on some of the pipes and bends them out of shape, cracking some of them open. Cue awesome steam sprays and particle effects. Also cool would to have 2 separate pipes leaking, and when the leaks run into each other on the floor, they react and you have like bubbling acid or something <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Make fallen pipes that skulks can run around in. Pipes across the ceiling also, that have multiple holes in them so skulks can hide in the pipes and drop out <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Absolutly brilliant!

    Screen1 reminds me of hera, screen2 of caged.


    I can't suggest anything. It's good as it is <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    <!--QuoteBegin--JezPuh+Aug 16 2003, 03:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Aug 16 2003, 03:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Absolutly brilliant!

    Screen1 reminds me of hera, screen2 of caged.


    I can't suggest anything. It's good as it is <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Screen 1 reminds me of caged, screen 2 reminds me of hera <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    w0w ,30 fps <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> shal i make a map for u ? then ur PC can cooldown @ 100fps..

    badam .. nice landing spot u made there..
    its not really MY style so
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    Wow, I like it alot. Keep working I want to download this one!
  • BigMadSteveBigMadSteve Join Date: 2003-02-12 Member: 13472Members
    The map looks absolutely amazing from a non-mapper's POV. I'm not sure about the name of the 'Coolant hive'. Wouldn't the bacteria choose a warm place to set up a hive?

    Good looking map though!
  • BinaryAccess1110BinaryAccess1110 Join Date: 2003-08-15 Member: 19785Members
    <!--QuoteBegin--moultano+Aug 16 2003, 10:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Aug 16 2003, 10:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ... Make that pipe hexagonal if you can spare the wpolies, but it looks great as is. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I must say that it looks great. And if you can't make the pipe hexagonal, like he suggested, for any reason, rotating the brush 45° helps it look a bit better.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    really good work there quaz, i love the lighting. Its also amazing how you do the texture mixture, it looks wonderfull.
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    Hey thanks everyone!
    Especially moultano giving lots of suggestions and criticism.
    W_polys are really high some areas and if they dont jump higher I will add more complex look where it is needed. I really tried to make it look original not too much like hera or other original maps but if I get the ns2.wad it would propably help.
    Thanks again everyone! Back to mapping. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • TrojanTrojan Join Date: 2002-11-02 Member: 4611Members
    Looks fantastic, couldn't really see any flaws in most of it (except, maybe wpolys look like they're gonna be crazy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> )


    The lighting is perfect imo, for the areas, keep up the good work
  • Leaderz0rzLeaderz0rz Join Date: 2002-11-09 Member: 7847Members
    So far i like it, I think a cool idea would to have a drop ship, and have the marines spawn at the first part of the game in the back, and they run out into the marine spawn, doesn't add much to gameplay wise, but it would be a nice little addition imo.
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    You should definately finish this map, its looking good.

    Reminds me of ns_lost, but without all the crappy texturing and architecture.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    edited August 2003
    Awesome map! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    About choosing the name "Coolant Hive" ... it doesn't exactly mean the area is cool or cold. Coolant can just be regular water. The 'coolant hive' could be storage for either water or the run-off water, which would be very warm. So it works <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Map looks awesome. Great detail.
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Looks great. Love the texturing and architecture.

    In the first pic, I'm not sure about using that d6 metal plating texture for the entire outside of the structure. Also, you seem to have some misaligned texturing on the corner directly behind the landing pad. Additionally, the rocks seem a bit too flat, although that could just be the angle.

    In the third pic, I'm not sure I like that color of blue through the window or whatever it is. I can't really tell where it's coming from from that pic, so maybe that's why.

    Everything else is very nice, as everyone else has said. Good work so far.



    Papercut, that jab at Lost was uncalled for.
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    edited August 2003
    Phew... here is the latest compile of the cooling hive. You can´t see the resource node but its behind the wall where the blue lights are. The hive is pretty small but other hives are pretty big so maybe I should leave it a smaller than other hives. Suggestions are always welcome <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    Edit : Oh yeah and there is some water on the bottom and water dripping from the infested pipe.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    Well, im too lazy to read all the posts. So ill just say "PURDEH"
  • DruBoDruBo Back In Beige Join Date: 2002-02-06 Member: 172Members, NS1 Playtester
    You should do something about the textures on the wall behind the hive. They look a little too obviously tiled. I think there was a way to do that that involved rotating and scaling, but I can't remember.

    'Course, now that you're a PT, you have lots more infested textures to choose from.
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    I was trying to think what was wrong with that hive... something definitely sets it off kilter... and then I see Bozo's post. He's right. The infestation is obviously tiled, and thus repetitive, and thus less interesting looking. I'm also slightly uncomfortable with the perfectly square door opening... but that might just be an artifact of the tiled infestation texturing. With some brush variation, the tile wouldn't be as be, and with some texture variation, the squareness wouldn't be as bad. But fix one or the other, I think. Both, of course, would be great as well, if you can manage it.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    that landing pad concerns me. when the marines spawn there might be change for some of them to spawn
    over the edge <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
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