Ns_nanite

SinisterSinister Join Date: 2002-04-15 Member: 451Members
<div class="IPBDescription">And on the seventh day he rested</div>Here follows a few screenies of my most recent map(and so far, the best one.)
I'll post 13 screenies so try to wait until I've posted them all...

First, the overview:
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Comments

  • SinisterSinister Join Date: 2002-04-15 Member: 451Members
  • SinisterSinister Join Date: 2002-04-15 Member: 451Members
    The corridor which started it all:
  • SinisterSinister Join Date: 2002-04-15 Member: 451Members
  • SinisterSinister Join Date: 2002-04-15 Member: 451Members
    Now, all thats missing is an Onos stepping around that corner at the end of the hall:
  • SinisterSinister Join Date: 2002-04-15 Member: 451Members
    Hmm, are you thinking what I'm thinking? My fire sprite, made with mspaint:
  • SinisterSinister Join Date: 2002-04-15 Member: 451Members
    Smaller storage area, with a nozzle in it ofcourse:
  • SinisterSinister Join Date: 2002-04-15 Member: 451Members
    Another nozzle... Can you spot the vent?
  • SinisterSinister Join Date: 2002-04-15 Member: 451Members
  • SinisterSinister Join Date: 2002-04-15 Member: 451Members
  • SinisterSinister Join Date: 2002-04-15 Member: 451Members
  • SinisterSinister Join Date: 2002-04-15 Member: 451Members
    Entering hive 3, ooh, scary!
  • SinisterSinister Join Date: 2002-04-15 Member: 451Members
    Ok, and now the last one. Yes, you guessed it! Hive #3:
  • Phoenix1Phoenix1 Join Date: 2002-08-14 Member: 1150Members
    Awesomeness... Looks real nice good job
  • SinisterSinister Join Date: 2002-04-15 Member: 451Members
    Btw, can anyone guess the compile time for this map? (I use a P3 800Mhz with 128Mb RAM)
    *waits for way off guess* <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • fift33nfift33n Join Date: 2002-09-14 Member: 1315Members
    Looks great, the second hive and the second shot especially.  Lighting and atmosphere are excellent, as is texture selection.  Not sure why, but some areas seem a little plain.  I really like the vertical areas you've added (ie. 2nd hive)... trying to do some similar areas myself.  Looking forward to seeing it in action.

    *edit* - Looking back, textures are a little repetitive in some areas, and the hallways could use some more detail if they allow it... supports, pipes, etc.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Stylish use of NS textures, very NS style lighting.  Maybe too many narrow hallways, time will tell.

    I'd guess 6 hours compile time.

    * Applauds Sinister *
  • SinisterSinister Join Date: 2002-04-15 Member: 451Members
    WOHOO! That was what I was waiting for... 6 hours? Not even close... heh, any more guesses? I'll reveal the suprising truth later... gotta go play some avp2 now...
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    Thats looking cool.

    As for compile time, Im thinking oohhh 2 hours..

    but thats a guess.
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Here I go again (captain repetition) - r_speeds?
  • SinisterSinister Join Date: 2002-04-15 Member: 451Members
    Aw, the avp2 server crashed...
    O, well... the r_speeds is about 300 in most places... the highest r_speeds I've gotten is 612 in two places when standing in an area of about 64x64 units, when going out of it it drops to about 400 so I don't think it will be much of a problem...

    And now to the shocking truth! The compile time.
    6 hours? Nope, way to much!
    2 hours? No-no... to much aswell.

    The compile time is actually around 5 minutes! Why? Probably because I don't use texturelights and use func_walls with minlight 100 and a spotlight instead. AND, I use "-bounce 0", which might not be recomended... but actually, I find it much easier to create good looking shadows and contrast without any bounces... for example, that "ns_nothing" lighting in some of the corridors was impossible with lightbouncing since the black stripes was totally illuminated by it...
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    5 mins?

    Seriously? Thats cool.

    I'm using a similar setup ( 766, 128 ram) and it's been taking me 12+ to compile a couple of rooms!

    /me sets bounce to "0"...

    btw in yer 3rd pic, the one with the ceiling vent, how do you get the nice glowing monitors on the right cos I still cant get that to work right?

    is it a func_illusionary, a func_wall or something else?
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    I really like the hallway in the third pic. Vey nice map; may want to add a bit more infestation in the first and second hives.
  • SinisterSinister Join Date: 2002-04-15 Member: 451Members
    Yup, thats a normal world brush with a computer screen on it, and a func_illusionary in front of it with Additive rendermode. (don't forget to set fxamount (or is it renderamount?) to anything higher than 0... in my pics I use 255) And ofcourse a light_spot with a nice blueish glow...

    And I will add more infestation to those hives... I just need to make infested versions of those textures I use in them.
    If someone already have those textures with infestation on them, would you mind sending them to me/posting them here to save me the trouble?
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    On the whole I think this is excellent.  Your texturing is very well done, and you've got a wonderful amount of detail in that second hive.  However, there are a bunch of small issues that I think need to be worked out.  First of all, although I totally agree with you that too many bounces tend to make your level look a bit too monochromatic, I think you need to add at least one bounce to the lighting, just to keep some of those shadows from being completely pitch-black.  Also, I think some of the vent openings in the third hive shot need to be made a bit less square.  Finally, I agree that, at least from the overhead view, a lot of the passageways look way too narrow.  You've definitely got the space to widen them a bit.
  • SinisterSinister Join Date: 2002-04-15 Member: 451Members
    Heh, well I won't be changing the lighting because I really like it this way... (the bounce thing I mean)
    And as for wider corridors? Hmm, I don't think it would feel right if I made them wider... I guess I would have to see the map in action to see if it plays well. I won't make any major changes unless it's needed...
    Btw, I realize it's VERY late for sending my map in for playtesting, but do you think I could send it in now for the playtesters to consider it for version 2? Or would I have to wait like, until version 1 is released before I send it in? (I'd really like this map to be included with NS, not necesarily version 1 tho.)
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    There will probably be another map submission deadline announced when testing for version 2 starts.
  • SkriftSkrift Join Date: 2002-09-25 Member: 1329Members
    Excellent job! Keep it up! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    A good map...some shots like the second are too dark; i think u can add details in some areas like the wharehouse or the hallway with ur fire sprite. some hallways are a bit too small.
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    very good map,but u can add details seen the compile time and the r_speeds <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    some areas like the second shot are too dark and other too small, like the hallway with ur fire sprite.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    OOommggg.. I love the hallway (third pic or something)
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