Well, because skymaps look like pewp <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I suppose that my obsession over the cliffs was pretty unwarranted <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> THey are at a spot right now where they are just as complex as they need to be.
Maybe I'm just ome strange form of perfectionist...But right here and right now, I pledge that these cliffs <b>are the final cliffs</b>. There.
looks awesome... you should make a room with water or ice (just a reflective texture, maybe? I know absolutely nothing about mapping so just an idea) and make it look like theres a hole in the wall, wiith the ice leaking and creeping in <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Mmm. Reminds me of <i>Six Days in Sanjii</i> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
There will be plenty of time for that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> This map won't be done anytime soon.
Dubbsy, if you <3 me, and I know you do, you'll do this for me:
Make railing able to be... wall-walkable. I know not how to do this... but I know it's possible.
More lightly-lit areas. Basically, if you make a nice contrast of light and dark, it makes hell for people who have their gamma set way up high <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
And that lighting can bear my children.
And BTW: If possible, can you make (Something I've always always wanted) a sort of weldable / chewable lightswitch-sort-of thing? So that various parts of the map can get dark, light... yeah, you know. That or a room with flickering lights (Nothing siezure inducing, but I mean like... it's dark, then the lighting flares up, some sparks, it flickers, and dies)
In truth, I'm not exactly the greatest at workign with entities, but I'll do my very best <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Dubbilex+Sep 7 2003, 06:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dubbilex @ Sep 7 2003, 06:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wewt. Not a whole lot of progress lately - I've been simply too damn busy.
Here's my current work-in-progress. It's the dark area just beyond the marine spawn that one can see in previous screens. It houses the resource node that is nearest to the marine spawn. It isn't finished by any means - I'm still looking for some way to make it a bit more flavorful and interesting. Suggestions are of course welcome (not to mention needed) <!--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--> You can improve it by adding more depth on the floor. Do this, put a func_wall over a solid brush...it adds depth, here look.
__________ <--- Func wall, grate with blue spots (You know the whole bit..)
__________ <--- Solid brush that you can see under the grate.
Gee haze, that was useful... a straigh line... or a striaght line! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Oh and dubs, the stairs in the marine spawn... can you... sex them up? They look a little bland, like something out of a counterstrike map (Meaning suck). It looks like they're just textured flat gray. Maybe put one of those... watchacallits on the side. Not a railing, but a slanted surface that runs perpendicular to the stairs to sort of cap them off. (You can see these things on most stairs in NS maps)
Mmm. Excellent-ness. I got all inspired today and made some large strides in a brand new room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> This area is meant to be a double node-type thing, and is in essence all contained on a "balcony" above a larger room, with ladders and bridges leading up and to it. I was going for as many screens and monitors as I could get, as this is supposed to be some sort of "control center" or whatnot. Anyways, on to the pictures:
And teh number two. This is all for now - I may or may not have more tomorrow evening <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Crits are of course desired <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
*cough* *edit *cough* And disregard the light texture being somehow aligned the wrong way to the right in this picture. It has been fixed <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Okie Dokie. I have three new shots of the (just about finished) room unveiled above. I have added a much higher ceiling, a staircase, vents.....and whatnot. I am about to post three different pictures, each a different angle.
The red areas that you can see in the corners are little alcoves in the wall with vents leading off them. The ceiling rafters in the picture are a little lighter than they should be in this picture (I'm going for a nice, dark ceiling in which the aliens can hide Caged-style with plenty of pipes and whatnot. ) Bsically, I want this map to be very, very alien-mided, with many vents and dark hiding spots (as I believe maps should be). Anyways, onto the Screens:
*edit* I just noticed that my staircase has disappeared in the second picture....No matter. Is <i>is there</i>, rest assured <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
And of course I'm going to beta this, right? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Jeez this map should be called ns_rave. The lighting is awesome... love the blue / green mix.
How much of the map is done? Can you make a little artwork in MSPaint or something showing us a generalized layout, and what we're looking at?
One thing I'd love to see in a map, any map, are levels and hallways similar to the beginning of the marine campaign from AvP2. In case you haven't played, here's a screen. Needless to say, these were some of the scariest gaming moments ever, not sure what's going to pounce out on you, watching your motion tracker... then hearing it ping...
Blue glowy things are flares I threw to light up the area. It's a wee too dark to make a balanced NS map if you made them like they are. But I would like dark areas so fades and skulks can lurk around and eat things, kinda a 'stick the light' situation.
What I like about these is that there's clutter and crap everywhere, giving it a feeling that everyone left in a hurry. Furthermore, if you look at the arcitechture, it's fairly simple, not convoluted, and it achieves an affect I've yet to see in any NS map. There's no bodies (Except for some presents the Predator leaves), aside from some suspicious marks and stains on the walls. The effect was wonderful. I flipped the switch to activate security and almost **** my pants as the drones came bursting forth.
If you do like these, and would like to use something like it, it'd be a nice sort of 'buffer' effect between the more sterile marine area and the creepy icky-dark alien area.
No fool, they're from Alien vs. Predator 2 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Which is why, I'm sorta tired of these brightly-lit maps like veil and eclipse. We need more moody maps, more... how we say, 'real' maps. AvP2 caught that feel very well with the first marine level, and I love the shots. They're too dark to be balanced, but from your reaction 'woah', you like them too. I'd like to see SOMEone implement it like that in a map, and Do0bles here is a nice guinea pig...
(EXCELLENT game, sorta short, but lots of fun. NS looks like a children's show when you're done with the marine campaign.)
The same hallway in NS - very simple construction The texuring is what makes those shots look good <a href='http://ice.prohosting.com/locktexs/TEMP.jpg' target='_blank'>http://ice.prohosting.com/locktexs/TEMP.jpg</a> <img src='http://ice.prohosting.com/locktexs/TEMP.jpg' border='0' alt='user posted image'>
EDIT: NOW it works. Hmmm he's right, doesn't look as good. NS needs a new .wad <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Time for another small update. After realizing that the room I had just spent so much time on was actually unplayable in an ns_map (on account of one floor being directly above another). Needless to say, I fixed this, added some proprietary vents and lighting, and small other various tweaks. I have three pictures for tonight - I'll get my (rather VERY small) layout up shortly.
Comments
I suppose that my obsession over the cliffs was pretty unwarranted <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> THey are at a spot right now where they are just as complex as they need to be.
Maybe I'm just ome strange form of perfectionist...But right here and right now, I pledge that these cliffs <b>are the final cliffs</b>. There.
I said it.
I *cough*...said it
*shifts eyes*
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
There will be plenty of time for that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> This map won't be done anytime soon.
Make railing able to be... wall-walkable. I know not how to do this... but I know it's possible.
More lightly-lit areas. Basically, if you make a nice contrast of light and dark, it makes hell for people who have their gamma set way up high <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
And that lighting can bear my children.
And BTW: If possible, can you make (Something I've always always wanted) a sort of weldable / chewable lightswitch-sort-of thing? So that various parts of the map can get dark, light... yeah, you know. That or a room with flickering lights (Nothing siezure inducing, but I mean like... it's dark, then the lighting flares up, some sparks, it flickers, and dies)
Here's my current work-in-progress. It's the dark area just beyond the marine spawn that one can see in previous screens. It houses the resource node that is nearest to the marine spawn. It isn't finished by any means - I'm still looking for some way to make it a bit more flavorful and interesting. Suggestions are of course welcome (not to mention needed) <!--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-->
You can improve it by adding more depth on the floor. Do this, put a func_wall over a solid brush...it adds depth, here look.
__________ <--- Func wall, grate with blue spots (You know the whole bit..)
__________ <--- Solid brush that you can see under the grate.
Makes your maps look great.
Keeep on working dub!
*cough* *edit *cough* And disregard the light texture being somehow aligned the wrong way to the right in this picture. It has been fixed <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
The red areas that you can see in the corners are little alcoves in the wall with vents leading off them. The ceiling rafters in the picture are a little lighter than they should be in this picture (I'm going for a nice, dark ceiling in which the aliens can hide Caged-style with plenty of pipes and whatnot. ) Bsically, I want this map to be very, very alien-mided, with many vents and dark hiding spots (as I believe maps should be). Anyways, onto the Screens:
*edit* I just noticed that my staircase has disappeared in the second picture....No matter. Is <i>is there</i>, rest assured <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Jeez this map should be called ns_rave. The lighting is awesome... love the blue / green mix.
How much of the map is done? Can you make a little artwork in MSPaint or something showing us a generalized layout, and what we're looking at?
One thing I'd love to see in a map, any map, are levels and hallways similar to the beginning of the marine campaign from AvP2. In case you haven't played, here's a screen. Needless to say, these were some of the scariest gaming moments ever, not sure what's going to pounce out on you, watching your motion tracker... then hearing it ping...
What I like about these is that there's clutter and crap everywhere, giving it a feeling that everyone left in a hurry. Furthermore, if you look at the arcitechture, it's fairly simple, not convoluted, and it achieves an affect I've yet to see in any NS map. There's no bodies (Except for some presents the Predator leaves), aside from some suspicious marks and stains on the walls. The effect was wonderful. I flipped the switch to activate security and almost **** my pants as the drones came bursting forth.
If you do like these, and would like to use something like it, it'd be a nice sort of 'buffer' effect between the more sterile marine area and the creepy icky-dark alien area.
Which is why, I'm sorta tired of these brightly-lit maps like veil and eclipse. We need more moody maps, more... how we say, 'real' maps. AvP2 caught that feel very well with the first marine level, and I love the shots. They're too dark to be balanced, but from your reaction 'woah', you like them too. I'd like to see SOMEone implement it like that in a map, and Do0bles here is a nice guinea pig...
(EXCELLENT game, sorta short, but lots of fun. NS looks like a children's show when you're done with the marine campaign.)
The texuring is what makes those shots look good
<a href='http://ice.prohosting.com/locktexs/TEMP.jpg' target='_blank'>http://ice.prohosting.com/locktexs/TEMP.jpg</a>
<img src='http://ice.prohosting.com/locktexs/TEMP.jpg' border='0' alt='user posted image'>
ND
*Sigh* I'll try it again...
EDIT: NOW it works. Hmmm he's right, doesn't look as good. NS needs a new .wad <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Until then, enjoy!
<img src='http://www.autominer.org/delta/dubbilex/Dubb04.jpg' border='0' alt='user posted image'>
<img src='http://www.autominer.org/delta/dubbilex/Dubb05.jpg' border='0' alt='user posted image'>
<img src='http://www.autominer.org/delta/dubbilex/Dubb06.jpg' border='0' alt='user posted image'>