Powerhouse.
realityisdead
Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
<div class="IPBDescription">A little late, ken...</div>Heya,
A lot of people have already seen these (a couple weeks ago! Eek.)... but I may as well put them up here, as I did on <a href="http://tald.readyroom.org" target="_blank">TALD</a>.
It's only two shots, but I haven't been able to find the time to do any more serious work on the level lately, so... this will be nothing new if you've already seen them in IRC. I just need to put these up before they get <i>too</i> out of date. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<img src="http://tald.readyroom.org/maps/ns/ns_powerhouse/images/temp01.jpg" border="0">
<img src="http://tald.readyroom.org/maps/ns/ns_powerhouse/images/temp02.jpg" border="0">
The level is set, again, onboard Space Station Nothing. Four entire sectors below the original map (ns_nothing), this one will focus around the station's main powerplant on Sub Sector 81.
I'd love to hear any comments or suggestions.
(Don't yell at me, Ekaj! D: )
<!--EDIT|ken20banks|Oct. 05 2002,00:53-->
A lot of people have already seen these (a couple weeks ago! Eek.)... but I may as well put them up here, as I did on <a href="http://tald.readyroom.org" target="_blank">TALD</a>.
It's only two shots, but I haven't been able to find the time to do any more serious work on the level lately, so... this will be nothing new if you've already seen them in IRC. I just need to put these up before they get <i>too</i> out of date. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<img src="http://tald.readyroom.org/maps/ns/ns_powerhouse/images/temp01.jpg" border="0">
<img src="http://tald.readyroom.org/maps/ns/ns_powerhouse/images/temp02.jpg" border="0">
The level is set, again, onboard Space Station Nothing. Four entire sectors below the original map (ns_nothing), this one will focus around the station's main powerplant on Sub Sector 81.
I'd love to hear any comments or suggestions.
(Don't yell at me, Ekaj! D: )
<!--EDIT|ken20banks|Oct. 05 2002,00:53-->
Comments
Bel
i still can't get over how awesome that first shot is...
edit- ok.. now i've looked at the second pic.. and i must say, i am dumbfounded, stupified, and awesomied by that screenie... jeeze.. the awesometer is about to explode from an awesomeness overdoss.. the overdossage of awesomeness will never be surpassed by this truely awesome display of aesomeness.. shame on any man who says there is an awesome screenie with a higher awesome factor than these awesome pics which lay before my eyes.. i am blessed to have seen the great work of awesomeness bestowed upon mine eyes. i bow before the awesome creator of these works of awesomeness.
Belg
i'm really finished telling how awesome these pics are...
edit-*slaps desk* JEEZE!!
edit- <b>GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!</b> *has just gone to TALD to look at the third shot.. of the FRICK"N AMAZINGLY AWESOMENESS SHOTTIEST SCREENIE EVER CREATED IN FRICKING AWESOME SCREENIE HISTORY!!!!*
/me looks around nervously
I would really like it if there's anything you don't like about the shots, that you point it out. I'm still not entirely sure where I'm going with the level, so constructive criticism would be especially helpful. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<!--EDIT|ken20banks|Oct. 05 2002,01:17-->
Belg
But in that second shot, I see some pools of light that doesn't seem to have a lightsource... or maby theyr'e just way up in the ceiling, out of sight? or maby I'm just stupid... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Looks great ken
/me grumbles and goes back to work on ns_hydrosity
<!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
"Somewhere inside, somewhere hidden, there lies a truth.
A truth known to you as an evil.
A truth known to me as a difference.
Your desire to eradicate this truth is yet another leading
factor in your demise,
as out of nowhere, it will strike you into the ground.
Taunting, it makes its return.
-von091202"
I may be wrong about the last line.
I can't really think of any improvements at this stage though it looks a tad difficult for a skulk to navigate when wall-walking.
--Scythe--
[EDIT] Was that an attempt at subliminal messaging ken? :-D [/EDIT]
<!--me&Mendasp--><span id='ME'><center>Mendasp drools</center></span><!--e-me-->
That shots have a great industrial feeling <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Oh, and the NW shot is just amazing
/me hands coil "the most effective person of the year award"
And yeah, great, nice, awesome, kick ###, superfly map ;D
On the 2nd shot are those like escape pods? Reminds me of the escape pods on the last boss level in q2 ;D
All I can really say, though, as I've seen all 3 of those shots before now. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> Keep up the good work!
Screenies like that are the reason I opened Hammer in the first place..Ah well, maybe in a year or four..
Thats a lot of detail!
btw, my missus just saw those screens over my shoulder and went "wow, that looks really like Aliens.."
I'd take that as a compliment I reckon..
Second shot, the panels in mid-wallheight: I think it'd be adviseable to vary the textures on the pieces sticking out here - they're a major r_speed investment, so players should notice them.
Both shots: It can be only me, but those corridors looks like a skulks nightmare to me. It seems almost impossible to get up the walls, and the ceilings look a little cramped to navigate around on them.
If you found this too harsh, pay me back and send me feedback to the .bsp I sent you a while back <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
<!--EDIT|Nemesis Zero|Oct. 05 2002,11:33-->
It reminds me of how I felt with I played ... oh, I can't remember ... some map for quake 1 that was with quake2 textures and doors and cool architecture... WOW.
<b>WOW.</b>
Sinister: Hehe, you caught me! I usually go around throwing lights around in random places, then adding the sources afterwards. Therefor, a lot of light pools get ignored in terms of sources. It might not be the most realistic method of lighting, but I like to think it gives it more of a natural feel.
Scythe/Coil/Mouse, concerning the text: :p (Actually, I suppose that little bit of writing could give off the wrong message if you aren't familiar with the text from previous ssn shots.)
Scythe/others concerning wall climbing: Good call. I never even thought of checking that out... eek. I'll do that. If it's too bad, I'll go back and add some invisible func_walls to make it easier. This will be a fairly small map, so I should be able to afford that. I think. :|
VooDoo: Nope, not escape pods.. just walls. :) Nice idea though.
Delete_Me: Heh, picky! ;) Thanks, I'll check it out.
CrouchingHamster: Wow, nice. Thanks. :)
Angel: r_speeds (at the extreme and angles of the areas) max at around 650. A tad high, I know... but yeah. Both areas are fairly small and enclosed, so it's not as big of a deal here as it would be in a large room.
Nem: Nitpicky, maybe... but certainly not jerk. <i>I'm</i> the jerk for not getting back to you earlier.
Nem/Rhoads, concerning the panels in the second shot: Thanks, nice suggestion. I'll look into getting a better texture there. I like the light-colored and simple design of what is already there, but I do see your point about it not being absolutely obvious that they jut out. I guess it's more obvious when you're running down the hall, but I'll still look into it. Thanks. :)
Again, thanks for the motivating comments, everyone!
......by the way, nice lookin screenies.....
Those shots don't look any more plane intensive than some areas in Nothing look, so I think Ken will have the limits completely under control.
Oh, and the shots look good, but the lighting in the second shot doesn't really do it for me. It's too pink, I guess. The red is just to diffuse.
Do you use Quark or Worldcraft?
(sorry my friend here wants to get started on mapping, but he's to lazy to post it himself)
Alien: Nice and cramped, a good set up for an Onos charge, and I'm sure the lerk would have no time gaining speed down this hallway, but I'm worried about the skulk's ability here. It looks like there's plenty of room on the ceiling for him to run across, but how difficult is it to get onto the ceiling?
Marine: Nice and spooky. I can imagine coming down that elevator and pausing for several seconds, looking down that hallway, keeping an eye on any shadows, and wishing my backup would hurry up and arrive.
Overall, this first shot is absolutely gorgeous. The level of detail is astounding, and I find it hard to believe when you say it will run smoothly.
Shot Two -
Aliens: Those lights look to be hanging down from the ceiling. I wonder if there's enough room for a lerk to perch up there, waiting for someone to come by... Also, there may be enough room on the ceiling for a skulk, but can they get up there?
Marines: I don't know why these people are complaining about the diffuse red lighting. Maybe make it a little darker, it does look a little pink, but it adds loads of atmosphere. Almost like emergency lighting... If I were a marine here, I'd worry about what was around the next corner.
Overall, this shot looks very, very, very science fiction-ish, much more so than I usually see in map shots. This immediately brings to mind a space station or interstellar ship. I love the way the walls curve and bend and are laid out, even if it is impossible for a skulk to climb up. My only complaint is that it seems a bit repetitive. It wouldn't be a problem if the hallway were short, but if it extends much farther, you might want to spruce it up some. Don't ask me how, I haven't a clue.
These shots are incredible. Truly awesome in their awesome awesomeness. I know that I'm just repeating everything everyone else has said, but these shots are astounding, and I felt the irresistable desire to comment on their awesomeness. So very awesome.
-Ryan!
"A critic is someone who never actually goes to the battle, yet who afterwards comes out shooting the wounded."
-- Tyne Daly
It looks like an industrial part, and it really fits the power plant concept, i like how the red lights look on the 2nd shot, and i really suggest you to check the skulk issues, the rest its just pure coolness <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->.
/me gives ken a cookie