Powerhouse.

realityisdeadrealityisdead 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 out of date.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-->
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Comments

  • Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
    <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo--> Holeee - #### !!!!
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    <b>WOAAAAAA!!!</b> now <i>THAT</i> is simply AWESOME.. i cannot explain it any other way except to try and say it is even awesomer than the way i said it last... it's just so..... aaaaaaaaaaaaaawesome.......... wholy crap man that's awesome.. the awesomeness of that awesome screenie exceeds any level on the awesometer previously recorded.... it's awesominity level is through the roof.. how awesome.... i've been awesomied.....

    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!!!!*
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Belgarion: Umm... heh. Thanks, but... I'm sure a "Cool" would have been sufficient enough, if you liked it. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    /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-->
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    dude.. i'm like.. having convultions over those screenshots.... a simple cool would not suffice.... i need to go shiver some more now...

    Belg
  • SinisterSinister Join Date: 2002-04-15 Member: 451Members
    Whoa... absolutely love your ingenious texturing and lighting...

    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-->
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Must...know..what..text...in...corner...says

    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-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    The text at the bottom says:

    "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.
  • MooMoo_the_SnowCowMooMoo_the_SnowCow Join Date: 2002-08-03 Member: 1057Members
    After just staring at those pictures for along time I can see nothing that needs fixing or changing it is just awsome.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Lookin’ nice ken, a very gritty industrial look you've got going there. There are some nice (Jeez I always say this) Lerk hidey holes up the top there in both shots.

    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]
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    cool  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->   nothing i can really critize or suggest, except this: KEEP MAPPING!
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    ken, my hero xD

    <!--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
  • VooDooChopStiksVooDooChopStiks Join Date: 2002-07-04 Member: 882Members
    coil, the world should be thankful for effective people like you... I had l33t enough eyesight to read it at 1600x1200 but you actually had the energy to type it with QUOTATION MARKS! Coil you are the most effective person I have ever heard of...

    /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
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    /me wonders when Ken will toss along some more NW shots for team PR purposes... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    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!
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    the shots still look good to me, i'm just wondering how well a level 1 will be able to wallclimb in thsoe hallways. looks rather cramped aswell, maybe it'd would give us some nice close quarters combat
  • Delete_MeDelete_Me Join Date: 2002-04-01 Member: 368Members
    Now that I look at it again, the sides of the lights in the first picture seem to be covered in black and they end on a rather well lit ceiling.
  • fift33nfift33n Join Date: 2002-09-14 Member: 1315Members
    Excellent... I'm still trying to figure out how you manage to squeeze so much detail into your maps.  Hope to see more of it soon... and more of Nightwatch as well. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    Spectacular work man. You are clearly a map ninja..

    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..
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Fantastic work, Ken.  Both the lighting and the architecture are absolutely spot on.  I love it.
  • RivalRival Join Date: 2002-09-02 Member: 1264Members
    Exceptional work. Nice texturing. All around Amazing!
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Nice! Wow! W00T! EXCELLENT! (Or if your French COOL! et TRESBIEN&#33<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> They are really good pictures, I was just wondering what the r_speeds are on both of those pictures? Looks high to me, expecially with all that detail (I wish I got as much feedback on my maps as ken does on his), keep up the good work, oh and STAY ON THAT MAP!
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Incredibly good, as usual, but being the nitpicky jerk I am, there are two things that deserve in my opinion improvement:


    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-->
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Man...just when I thought that there was no way that ns_nothing could be improved, here comes this map.  Those screenies have absolutely awesome brushwork and detail.  I agree that it is a bit cramped, and the texturing is kinda haphazard.  To be honest, I think there could be better textures chosen for the detail brushwork that's in the middle of the walls of the second shot (which otherwise looks amazing).  But anyway, I hope to see the best out of this map, your lighting and architecture is awesome as usual.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    this is literally the most amazing peice of HL mapping I have ever seen.

    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>
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Thanks for the encouraging comments and suggestions/criticisms, guys. :)

    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!
  • Angel_KillAngel_Kill Join Date: 2002-10-04 Member: 1423Members
    Am i the only idiot that doesn't understand Point lights?  Quite frankly, they urk me off, lol....i've tried messing around with them, but they never seem to work the way i want them too.....i dunno......


    ......by the way, nice lookin screenies.....
  • Right_Behind_YouRight_Behind_You Join Date: 2002-04-23 Member: 501Members
    Ken, it seems you will be low on planes later in the map, are you prepared on that?
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Right_Behind_You+Oct. 05 2002,13:13--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Right_Behind_You @ Oct. 05 2002,13:13)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Ken, it seems you will be low on planes later in the map, are you prepared on that?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    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.
  • RadiocageRadiocage Join Date: 2002-09-30 Member: 1381Members
    One question!

    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)
  • HBNayrHBNayr Join Date: 2002-07-13 Member: 930Members
    Shot One -
    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
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    WOW nice, i love the sci fi atmosphere it has =).
    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
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