Dubbilex's Map!
Dubbilex
Chump Join Date: 2002-11-24 Member: 9799Members
<div class="IPBDescription">Uhhh......ns_Dubbilex :D</div> And for those of you who are concerned, the name ns_dubbilex is a <i>work in progress</i> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Anyways. To avoid cluttering up the <b>Post your Screenshot </b> thread with my spammish ways, I've decided to make my very own topic! Huzzah!
I'm thinking of a very icy, blue-ish color scheme On an <i>asteroid</i>. I've used Fam's <b>v_wad</b> extensively (thanks Fam <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->), and have finally gotten the gamma to acceptable levels. For God's sake this is a cry for help. I need crits!
And without further ado - various shots of my week-old map!
<i>The work-in-progress marine start that I began today:</i>
Anyways. To avoid cluttering up the <b>Post your Screenshot </b> thread with my spammish ways, I've decided to make my very own topic! Huzzah!
I'm thinking of a very icy, blue-ish color scheme On an <i>asteroid</i>. I've used Fam's <b>v_wad</b> extensively (thanks Fam <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->), and have finally gotten the gamma to acceptable levels. For God's sake this is a cry for help. I need crits!
And without further ado - various shots of my week-old map!
<i>The work-in-progress marine start that I began today:</i>
Comments
~ DarkATi
I love your lighting, love it, and great achitecture on those corridors and rooms. I can't wait to see it ingame.
I would add more detail but r_speeds are getting to be a real problem <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> Already the average for the marine spawn is around 600. I'm eking out every bit of performance that i can get (half the map is textured with NULL - pretty much every side of a brush that one can't see is textured with NULL to save r_speeds. Of course, HINT brushes are an idea. Unfortunately, I have no idea how to <i>use</i> them correctly <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
And yes, I'll try to makes the cliffs look a little better - I think I just need to retexture them more than anything.
Thanks for the comments, guys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I'll post more as I complete more of the map.
Very green map you have there, but that's no bad thing. Green is very hard to pull off right, and you've done it. You win.
Lighting is beuatiful.
:edit: that one hallway you and i had been talking about earlier, when you were in the 'post your screenshots here' thread.. i was just looking at it again and cought myself saying "That's not Quake3... wait a second..."
Belg
<i>*fingers crossed</i>*
<i>*fingers crossed</i>* <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Well, I want gonna say anthing scince the map is so pretty as is, but if I may make a suggestion...those cliff could use some "gussying up" and that is all. Honestly, everything else looks so good as is I wouldnt mess with it. Save the polys for later, you'll prolly be pushing some limits later on down the road if you try to maintain that level of detail throught the map, and it would be a shame to have to go back and remove detail from earlier sections of the map so you can finish.
After running full VIS, I've realized that I have much leeway for improvement. Where in the marine spawn the r_speeds <i>were</i> around 600-700, now they are 250 at the absolute <i>highest</i> (with an average around 130) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Detail time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I'm gonna make an attempt to both fix the cliffs and make it look less bland. more lighting, too. I'll post screens when I'm finished.
I love the detail on this map, and you have possibly the most strikingly refreshing colour scheme i've yet seen in an NS map. cant wait until its finished.
the one thing that impresses me constantly about the NS mapping community is the sheer quality that can be found in the maps (well, the serious ones anyway).. I don't think i've seen community maps as high quality as these, in such quantity, in any other Mod's community. GG guys (and heres hoping i'll stop being sporadic and finally push my own maps up into these hallowed ranks... yeah. right.)
<i>Number one:</i>
(by the way - ignore the darkeded passage in the background. that will eventually be detailed and lit and will be the home of the in-base resource node.)
I was just attaching a pic in another post, and that pic came up instead of my attachment...
At any rate, here's the picture <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
The frosted/marked glass also suits your map alot more than previous works that have used that texture.
When I look at the new image I get the feeling of Luke Skywalker being nibbled on by a fade somewhere on Hoth! with Hudson off aliens tracking the **** down. (obviously the force was not with luke on that day)
The only thing I'm iffy about are those cliffs. They look too angular to me...
Please keep up work on the map and keep us informed! Can't wait to play it!