Ns_civil

CronosCronos Join Date: 2002-10-18 Member: 1542Members
<div class="IPBDescription">Initial marine spawn pics</div> Attached below are my initial constructions of the ns_civil marine spawn.

This marine spawn is only in the early creation phase. I intend to make look very appealing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Theres going to be a few screens, so hang on.

I'm afraid I havent done the lighting yet, and I plan on adding some crates and other miscellaneous cargo type stuff on the upper and lower levels (generally cluttered feeling).

My main problem is the roof, which presents the biggest problem since it's so... Bland...

Comments

  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    It feels too square, and add some pipes and whatnot near the cealing.
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    Pipes would normally be a good idea, however they wouldnt really fit near a power conduit.

    The setting is underground, in a kind of lithospheric power generator (Geothermal energy and whatnot), so, pipes would only belong in an industrial type setting.

    Maybe magma transfer pipes, hmmmm....
  • InafiscisisInafiscisis Join Date: 2003-04-30 Member: 15965Members
    It's too flat. There are no details. The ceiling...support beams? You need detail. Anything. The walls could
    use some shape. Some indentations or protruding sections. Anything to make it look less like a big box.
    All those 90 degree angles make me dizzy.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    edited August 2003
    Yeah, I agree with the other comments. It's time you whipped out the ol' faithfuls: Vertex Manipulation and Clipping tools (Shift-V and Shift-X respectively). Give the CC and perhaps the RT their own little alcove, surrounded by detailm because at the moment it looks like they're been randomly plonked down, and honey; that ain't no good.

    Give the walls some angles, juts, ridges, crevasses even!
    More
    /
    \
    |

    and less
    |
    |
    |

    Ok?
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Put some electric wires on the ceiling.

    Maybe a grate.


    O ^ O
    _____


    _ = grate
    O = pipe
    ^ = lighting
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    a simple ceeling rule is:
    make it almost as detailed as the floor.
    Your floor rarely is a flat plane, why is the ceeling?
    any good floor texture makes a good ceeling texture, just dont use the same for both.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    i LOVE the lightning <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    Here are a few update screen shots, now with lighting!

    The problem I face now is how to get it to appear not so... Direct lighted <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
  • RevenReven Join Date: 2002-11-11 Member: 8202Members
    What an improvement 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-->.

    but i think its a bit to dark for a marine start. it'll be very hard to spot a skulk in that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.

    one bit i like are the floor pannels that have been lifted

    another thing i did spot is that in pic number 2 the vertical support beam(the right one) is sort of blocking the grated walk way.

    all in all i think that gonna be a good map. cant wait for you to finish it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Create a bit of variety and contrast in the lighting: use light_spots to illuminate interesting areas, make those orange/red lights give off some warmth, and tweak the env_gamma until it looks better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    I thought about orange/red lighting at that texture your referring to but when I tried it, well, it looked VERY ugly, so I'm just going to retexture that part on the vertical electrical conduit.

    I'll see if I can get some emergency lighting beneath the grated walkway to add some contrast, maybe an open crate with some redlighting too, but otherwise the predominant colour here is to be blue.

    Skulks wont ever come into this map though. I plan on it being Marine vs Marine, which should give me several years to finish up the map with time to spare before MvM is implemented <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Once blue spawn is done, I'll work on red spawn. Once both spawns are done I'll work on a map layout that goes from red at red spawn progressively to yellow at the middle of the map and then works its way to the blue end as you approach the blue spawn.

    Of course, thats the dream and the ambition <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Thanks for your input, it's greatly appreciated
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    That's a little improvement. Bu ceiling is still to empty...

    Try making some weird cranes or other stuff. Like hanging lights.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Use the HLRAD -dscale setting to make direct lights more dominant over reflected light in conjunction with env_gamma. This should make your lighting pretty freaking unrealistic ... er cool and interesting.
    Also keep an eye on the visibility in red and blue spawn. The human eye just sees better in one or the other light.
  • NayNay Join Date: 2002-06-09 Member: 741Members
    I may be wrong but looking at those screenshots the wires may have been set to the wrong properties looks like you have set the render mode to maybe texture when really it should be solid 255, plus i also agree with some others, try to create some contrast in the lighting, and maybe make those orange lights emit light to maybe reduce the blue, bit more details and you are sortted
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    I like the improvements made, add just a little bit more detail, nice lighting, walls of gray would have hurt my eyes otherwise <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    The lighting helps, but I think the biggest problem here is the detail to space ratio. You have too much space and not enough detail, and thus it looks... sucky. I'm sorry, but, it's just not as good as other maps.

    There are two ways you can fix it, and preferably you'll use both together. The first way is to increase detail until it looks so awsome our mouths drop. I doubt that you can obtain this amount of detail successfully without breaching the rspeed limit, as well as using too many brushes and entities and other half-life hard coded limits.

    The other way is to shrink the dimensions of your room. More specifically, make the ceiling lower, and perhaps squeeze the walls in a little. NS is terrible when it comes to big open rooms. Remember, aliens are almost exclusivly melee, and when they get ranged attacks, those ranged attacks only SUPPORT the melee attacks, never replace them. Thus, big rooms means Marine ownage. Now, you may be thinking, "I always lose as a marine, let's give the marines a huge advantage!"... but let me assure you, this makes for a dull and boring game. You're not trying to make a "Fun"(sic) map, I can tell, so don't make the mistakes of a "Fun"(sic) map. Fun maps aren't.

    So, shrink the dimensions of this room a bit, and add some more detail. Avoid square corners like the plague... always add embelishments at the edges. I've read that in real life, if you only cleaned the corners of a room and left everything else messy, people would still think your room was nice and clean, because people focus on corners. Make your corners pretty, and your map will be pretty.

    DETAIL! DETAIL! DETAIL! DETAIL MAKES YOU STRONG! STRENGTH CRUSHES ENEMIES! DETAIL!
  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    edited August 2003
    My main suggestion, not being a real mapper myself, is change the celing texture. That one is kinda.. bland.. and small.. and repetitve..
    But it is shaping up pretty good.. still needs work on the squareness though...
    and Blue lighting really doesn't work with Eclipse/veil textures... especially in a large amount. Orange, red, yellow yes, green blue purple no.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    funmaps aren't = not right for half of them imo
    corners = the prettyness of the level ... hmm now that i think about it - you might be right. As soon as you have a good looking corner you usually find something nice for the rest of the wall!
    btw. what happened to the screen shots? they look like taken in 1024x768, shrunk to 320x240 and resized back up to 640x480 <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
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