My New Map :: Noname Yet :( - Look :d

dPPdPP Join Date: 2003-09-27 Member: 21272Members, Constellation
edited March 2004 in Mapping Forum
<div class="IPBDescription">Look :: Clickie</div> Hi, this is the first time i have mapped in ages so dont be to hard on me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

Also it is my first NS Map.

Please give suggestions and improvements...

BTW its not full VIS yet or extra rad <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

Ok this is the marine start the back wall will be changed its awfull ... but anyway
<img src='http://community.skulkrush.com/site/pics/rtf/post1/rtf0000.JPG' border='0' alt='user posted image' />

Corridor comeing from Marine Start..
<img src='http://community.skulkrush.com/site/pics/rtf/post1/rtf0001.JPG' border='0' alt='user posted image' />

Corridor ...
<img src='http://community.skulkrush.com/site/pics/rtf/post1/rtf0002.JPG' border='0' alt='user posted image' />

An rt room close to Marine Start
<img src='http://community.skulkrush.com/site/pics/rtf/post1/rtf0003.JPG' border='0' alt='user posted image' />

Corridor leads to rts, hive
<img src='http://community.skulkrush.com/site/pics/rtf/post1/rtf0004.JPG' border='0' alt='user posted image' />

Room leading to steps which goes up to a room with RT
<img src='http://community.skulkrush.com/site/pics/rtf/post1/rtf0005.JPG' border='0' alt='user posted image' />

View from Steps..
<img src='http://community.skulkrush.com/site/pics/rtf/post1/rtf0006.JPG' border='0' alt='user posted image' />

Thats about it for now, please reply people <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

Feedback is needed !!

Comments

  • MaDMaxXMaDMaxX Audiophile (NS sound guy) Join Date: 2003-01-04 Member: 11835Members, Retired Developer, NS1 Playtester
    Looks pretty nice, though i'd look to putting some borders on things like the floor where it meets the grating.
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
    Well, you seem to be a step up from the total n00b who can barely make a box room without leaks, so perhaps my comments won't fall on deaf ears.

    First, some general things. The lighting in all of your shots is way, way, way too bright. NS is supposed to be dark and scary. Not so dark that you can't see where you're going, but dark enough to hint at things moving in the shadows. Also, the lighting is mostly flat and even throughout. Good lighting has areas of high brighness and low brightness. This contrast makes the level more interesting to look at. The light_spot entity in particular is good for this.

    Ok, now for the specifics. The haze sprites you used for fog are way too opaque. I have mine set to additive mode with a render amount of about 175, but you can tweak this as needed. The last 3 shots with the yellgray textures are pretty wide and boxy and generally uninteresting to look at. The pipes and the panels coming out of the walls in those shots are pretty snazzy though -- more touches like that would help those corridors greatly. It's possible that the lighting is coloring (pun intended) my view of those corridors as well. It's usually best to use white lights most of the time with colors for highlights... making the whole corridor yellow washes out most of the detail.

    So in all, not bad, but it could certainly look a lot better. The lighting in particular needs a lot of work. The architecture has some nice spots. Keep at it... mapping's not easy.
  • dPPdPP Join Date: 2003-09-27 Member: 21272Members, Constellation
    DarkHound, thanks for that nice feedback, i agree about the lighting its never been my strong point, i have hardly any light entitys on my map, i have used texture lighting, so what brightness do you think i should set the white light to in the corridors if i add them?

    I think i will have white lights with side lights like you say but i think the foggy room would be best yellowish it suits it imo but maybe ill toan it down a little <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    More feed back please <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • LePrauLePrau Join Date: 2004-03-07 Member: 27193Members
    edited March 2004
    To get some contrast: remove the lights from the top, move them into the walls .. at half roomheight. this makes the ceiling much darker, and adds a little contrast. also try using the compile-parameters for hlrad.exe, like -dscale <num> which increases the effect of direct lighting b< <num> times (light that hits a surface without bouncing), and -fade <num> to make light fading down faster. I myself use -fade 15 -dscale 10, and my texlights have a average brightness of ~1500 to 7000. And of course an env_gamma, with 1.7 as value <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
    (you can see some of the lighting in my current map, ns_marcopolo, here in the board <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)

    This generator-texture (blue stripes ...) should not have a too high value, shouldn't light up everything, something light 30 or 50 would be enough, i guess <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • dPPdPP Join Date: 2003-09-27 Member: 21272Members, Constellation
    ok half of that didnt recall to me, can i type these on hammer compiler?

    maybe some more info on that, and the coretexture is not giveing off light its glow only <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    I agree with darkhound on the "haze" its too opaque.
    Also the first 4 pics look like a totally different map than the last three?? i prefer the first 4 though <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> its the textures...
    Yeah use more coloured lighting aswell.
    But dont forget what i said about the layout!!!!!
    keep it up.

    moconnor
  • dPPdPP Join Date: 2003-09-27 Member: 21272Members, Constellation
    Looks like ns.wad can be better than ns2 then and i supose those textures are a little yellow maybe if i make the rooms dark it wont look so bad, ill see what i can do <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> and i made 1/3 of my layout <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • LePrauLePrau Join Date: 2004-03-07 Member: 27193Members
    Of course you can add these settings to the hammer compiler, just add them into the "parameters" in expert mode for the $light.exe entry <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    And I forgot to say: looks nice for a first NS-Map, though needs to be worked over. But not bad for a start <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • dPPdPP Join Date: 2003-09-27 Member: 21272Members, Constellation
    Advanced i dont usually use that <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->, usually just add parimaters in normal mode...


    <!--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-->And I forgot to say: looks nice for a first NS-Map, though needs to be worked over. But not bad for a start <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Hehe thx .. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ThrillhouseThrillhouse Join Date: 2002-11-01 Member: 3178Members, Constellation
    looks pretty good so far, but I agree with Plague, adjust the lighting a bit. Also, marine start looks very.... plain. Maybe adding some ambient stuff like windows or computer stations would make it a bit better.
  • dPPdPP Join Date: 2003-09-27 Member: 21272Members, Constellation
    I definaly will be making some Light Changes soon
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    i like pics 5 and 6; good use of colour, i'm not so sure about using a quickly repeating texture for large walls like you have done in pic 1, although i can see good potential for it working with contrasty lighting.
    gj and i hope you continue
  • dPPdPP Join Date: 2003-09-27 Member: 21272Members, Constellation
    hmmm. maybe i should change that.. and thanks mate
  • NameName Join Date: 2004-03-16 Member: 27370Members
    yes your map looks mighty fine as in Layout standards, but like I have said before to you it will require some miscellaneous items to break up the massive voids in some of the areas.

    I agree with other people too when they mentioned about lighting, it would indeed look 1,000,000 times better if it was slightly darker, if not to make it easier on skulks to hide <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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