Co_8

DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
<div class="IPBDescription">DANGER: newbie mapping</div> yeah, first real atempt at a map for NS in over a year...

white textures are still "undecided"

ramp will wrap around a triad looking pillar, apropriatly colored for the team taht it is on...

basic configuation is that it's a figure 8...

crits/comments?
8.jpg 137.6K

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2004
    Maybe put in a player start in hammer (asuming you work in hammer that is <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> ) so we can get an idea of the size? The new hammer can show the model in the 3dview.
    I always work in NULL textured brushes in stead of NOIMAGE sides (saves time when Nullifying the outside of the map)

    Could be an interesting map layout that figure 8...

    [edit]
    typos and some additions
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    There's one thing that's bugging me a lot about that picture....

    The corner piece, on the ramp, seems to me to be facing the wrong way. You should rotate it 90 degrees counter-clockwise so that the very small square in the texture is on the outside edge, and the floor pattern seems to lead on to the paths joined to it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin-esuna+Mar 1 2004, 10:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (esuna @ Mar 1 2004, 10:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There's one thing that's bugging me a lot about that picture....

    The corner piece, on the ramp, seems to me to be facing the wrong way. You should rotate it 90 degrees counter-clockwise so that the very small square in the texture is on the outside edge, and the floor pattern seems to lead on to the paths joined to it. <!--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><div class='postcolor'> <!--QuoteEEnd-->
    fixed that... on the top and bottom... noticed it as soon as i posted and though "ohh well, nobody is as anal as that... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    CC added in for size...

    try out random floors too... anyone have suggestions?
    8.jpg 170.3K
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    Yeah, care to teach me? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    *sigh* I KNOW I could learn this... but my dad won't let me put any mapping program on his kick **** computer... and my one (cause my normal one died, forcing me to use a backup) is a suck **** P1 I believe... MAYBE 64 meg of ram... 0o
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->*sigh* I KNOW I could learn this... but my dad won't let me put any mapping program on his kick **** computer... and my one (cause my normal one died, forcing me to use a backup) is a suck **** P1 I believe... MAYBE 64 meg of ram... 0o <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Hey don't complain. Up until 2 years ago I was mapping on a P1 133mhz 32mb ram comp of POWAH! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    <!--QuoteBegin-Some tall guy+Mar 2 2004, 12:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Some tall guy @ Mar 2 2004, 12:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->*sigh* I KNOW I could learn this... but my dad won't let me put any mapping program on his kick **** computer... and my one (cause my normal one died, forcing me to use a backup) is a suck **** P1 I believe... MAYBE 64 meg of ram... 0o <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Hey don't complain. Up until 2 years ago I was mapping on a P1 133mhz 32mb ram comp of POWAH! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It's time to compile o_O
  • NayNay Join Date: 2002-06-09 Member: 741Members
    ive never understood people who null the outside of there maps lol seems daft, maybe im missing something
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin-Delarosa+Mar 2 2004, 04:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delarosa @ Mar 2 2004, 04:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yeah, first real atempt at a map for NS in over a year...

    white textures are still "undecided"

    ramp will wrap around a triad looking pillar, apropriatly colored for the team taht it is on...

    basic configuation is that it's a figure 8...

    crits/comments? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You should know better than that, we can't judge by looking at that hammer shot, so don't even have detail yet, just a walkway w/o walls and a small walkway w/ walls.
    Everyone could do that. Get some more and get some compiled shots, only then we can critize.
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    Del, switch the textures on the corners around again, so the radiate outwards, not inwards.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    <!--QuoteBegin-Kouji San+Mar 1 2004, 10:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Mar 1 2004, 10:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I always work in NULL textured brushes in stead of NOIMAGE sides (saves time when Nullifying the outside of the map)
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    *off-topic*
    You don't have to null the outside since VIS does it for you
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    edited March 2004
    <!--QuoteBegin-Nay+Mar 2 2004, 08:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nay @ Mar 2 2004, 08:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ive never understood people who null the outside of there maps lol seems daft, maybe im missing something <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    It's not necessary, since they're removed for null in the compile process anyway, but i map entirely in null. Basically any texture you can't see is null, whether it's in the void, an edge joining another brush, whatever, it's null. I'm not sure why i do this, force of habit really, i guess it may save me the odd w_poly every once in a while. It can't hurt to do it really.

    Oh, and your sig is way too large. Maximum size is 400x75, 22kb, and yours is, well, over. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I map in NULL to, the nice blue-ish NULL is easier on my eyes I guess <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    ah well back on topic:
    Any new "compiled" shots? since what <b>JezPuh</b> said we can give you more valueable feedback from compiled shots <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    I personally find it easier to see what im doing if I map with null, and it keeps navagating and noticeing problems after compile a whole lot easier, i also never make a brush out of anything but null...
  • purplesmurfpurplesmurf Join Date: 2004-03-01 Member: 27034Members
    Probably not a bad idea. I find I get overwhelmed trying to get everything done at once. Architecture, texturing, and lighting.
Sign In or Register to comment.