Ns_odlers stuff - pics

HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
<div class="IPBDescription">This mb sure is slow at 1:45am (gmt 10+)</div>just some pics... excuse the crappy looking bright colors/colours in some of the shots (button lights etc) - when I converted these to palatted images (for size restriction) I didn't notice it until it was too late... my bad...

The general reason for this pic update is my new elevator for NS_odlers near the marine spawn... essentially, once a marine has gone down in the elevator - the doors close behind him and the lift returns to the docking bay level above - he quickly will notice that someone or something has wrecked the control panel on this lower level meaning now that he is in here...he aint getting back out... MUAHAHAHAHAHAHAHAH.... scooby doo! where are you?...

Comments

  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    in the last shot - it uses the animated fan texture from my ns_wad.wad
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    5/7 - first stop! mens-ware!
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    6/7 - a view of some monitors and .... the.... erm... broken elevator button... mommy, I can hear scratching....whats that noise mommy....*blood curtling scream*
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    last one of a totally unrelated area  <!--emo&:angry:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/mad.gif" border="0" valign="absmiddle" alt=':angry:'><!--endemo-->
  • gutterclutchgutterclutch Join Date: 2002-06-30 Member: 850Members
    I think the mapping is pretty good, but even better was the story (loved that). I think the lighting is pretty standard, looks decent, and the architecture is pretty good. I like the room with the door that looks like pressed sheet metal, and the ramps around it and stuff. Only complaint I have is that the textures are too dreary. Too much grey.

    Possible solutions:
    1. Rust here and there
    2. Different coloured lights in some places
    3. A coloured bar at shoulder level on all corridors
    4. Coloured words accompanying the coloured bar
    5. Different floor textures from ceiling textures in the computer area place

    I like the pics that I see...only problem is the grey <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> Good start, sir!
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    nice work! i love the lights of the last pic, and i fell in love with the 3rd pic
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    <b>battousai^^x</b> - I'm sorry, the 3rd pic is already emotionally involved with it's designer... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    <b>gutterclutch</b> -
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->
    3. A coloured bar at shoulder level on all corridors
    4. Coloured words accompanying the coloured bar
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    A coloured bar? like a kit kat? what do you mean? Coloured words? um...you've lost me ...

    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin--> Good start, sir! <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    good start? well, one of these days I'm gonna have the patience to compile all of my level in one .bsp then we'll see about a good "start"
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    i'll give you some advice actionmovie-style since you seem too like those (just noticed who hanz was, my bad) :

    You're good. But are you good enuff for NS? This map is one hell of a map... for HL. *hard laughter suddenly ending with a stonecold pokerface*
    <!--emo&:asrifle:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/asrifle.gif" border="0" valign="absmiddle" alt=':asrifle:'><!--endemo--> .......     <!--emo&:pudgy:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/pudgy.gif" border="0" valign="absmiddle" alt=':pudgy:'><!--endemo-->

    Sorry 'bout that. Now, seriously, it looks too plane, too HL. #### around a little with the floor and walls and so. Make a little less realistic and more funky space feel.
  • InfinitumInfinitum Anime Encyclopedia Join Date: 2002-08-08 Member: 1111Members, Constellation
    Nice style you've got there.

    *thumbs up*
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    /me is self-proclaimed number one hanz fan

    /me wanna se more dramatic lightin, as was done with the bed-room-thingies and previous
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    They shots are good, but not *OMFG!!! I'm wetting myself!!!*

    YOu DID keep out of the "I'm a cube with stuff in it" feel that most maps I've seen recenly have, but there needs to be some kind of break in the visual monotony- a colored stripe (bar) of somekind running along the walls, some kind of support struts along the hallways (look at KFS's newer screen shots) and most importantly: LIGHTING!!!! It's all white!!!! put some bulges in your architecture to help create shadows- try putting texture lights really close to a sloped surface to give a bright wash with dark shadows around it.

    One thing that bugs me is the really big feeling you have in your shots- it feels like it needs something massive in there- remember why there aren't outdoor areas in NS? it's because the really wide open area would give the marines an immense advantage- mapping wise all an outdoor area is is a big room with a sky texture- your first room could be made with a sky texture on the ceiling, rock textures on the walls, and drit on the ground and it's be a perfectly good outdoor area- which would not make you map official- put a big ship in there- it coudl easily be a hanger.


    I am liking the last shot thou, because it has different colors and the pipes break up the monotony of the architecture.
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    <b>Biomechanoid:</b> I don't know how to break it to you... but that first room is hanger...and if I put a big ship in there - where would the 16 spawn points go?...
    As for the white lighting... I do recall in the mapping guidelines that to make an effective continuum between marine and alien areas you have to make one side clean(ish) and still and the other side organic and alive.... I don't know how you light your house or where you work or go to school but this intollerable need for people to have multiple light colours here, there and everywhere - just seems a bit odd to me... sure, when it's warrented I add the colour but to have multiple colours in a docking bay for no apparent reason just seems a bit stupid to me..
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    the walls seem kind of boring.. other than that they're pretty cool. in the last pic is the ground raised where it looks like it should be? cuz that would be cool.
  • FreemantleFreemantle Join Date: 2002-06-16 Member: 783Members
    What happened to your old stuff? I had your old videos with the rolling fire extinguisher and torn up marine quarters. And the "Champagne Bottle Hitting my Weight Set" sound efects!
  • MaNtiSMaNtiS Join Date: 2002-07-01 Member: 857Members
    Looks really plain and boring. Spice it up with some lighting and shadows, put some crates here and there. More interaction and details then just walls. Have some color variation since its just... well walls. Like before too put some roof supports and things like that too.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I think doctopepa was being rather harsh with what he said, but I agree with the underlying sentiemnt.  It doesn't feel like furtuaristic enough for me.  

    You could and should get a lot more contrast in the lighting of that area.  

    Please put some more detail into the walls of the hanger.
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    <b>Freemantle</b>: that stuff is still in ns_odlers... it's just a different section of the map. It's a really big-### map and I don't want to have to wait ages for it to compile every time I want to check out a change... If I map for an hour or two I probably compile 10 or so times..

    <b>MaNtiS</b>: Ya, I've added some more detail to some of the walls and even put in a crane thingy in the hanger that hangs from the roof...stuff like that

    <b>Chrome</b>: You are so much nicer than some people on here... doctopepa is coo with me but people like biomech just annoy the #### out of me.... oh well... <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    In case anyone is interested if you go to <a href="http://galileo.spaceports.com/~evstudio" target="_blank">My Webpage</a> - you can download an updated version of the above area in BSP form for NSTR2. It's a hell of a lot different than what was in those shots... I was gonna post more shots (I might later) but for now I'll let you play...
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    the updated version is looking a lot better, especially the lighting contrast. ill download the bsp version and have a run through it (i love the texturing on the crane thingy)
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    <b>blackwolf</b>: so are the changes better (in game)
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    so much better. keep 'em coming...
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Wow, tremedous improvement there. That looks really great, Hanz. I was pretty disappointed when I heard about the corrupted (or lost?) files from the old odlers from months ago... but maybe it wasn't all bad because this new one keeps getting better and better each time I see a batch of shots. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    A really important quality to have in level design is the ability to accept the fact that something isn't quite up to par... and then have the motivation to <i>get it up there</i>. You've shown evidence of having that quality right here in this post.

    Keep it up, this is great. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> The lighting is just rockin... a well lit floor with shadowy walls. Perfect.



    <!--EDIT|ken20banks|Sep. 06 2002,12:47-->
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