ns_incubus attempt 3
Kittamaru
Join Date: 2006-09-18 Member: 58017Members
<div class="IPBDescription">My third attempt</div>Well, with the loss of Incubus in the inadvertant reformat of my hard drive, I am forced to re-start from scratch.
To that end, starting a half hour ago, I began the ready room. Here is what I have thus far.
Only reason I'm showing this is to ask this question- is the lab textureset too commonplace?
Angle 1
<a href="http://img185.imageshack.us/my.php?image=rr1ez1.jpg" target="_blank"><img src="http://img185.imageshack.us/img185/695/rr1ez1.th.jpg" border="0" alt="IPB Image" /></a>
Angle 2
<a href="http://img148.imageshack.us/my.php?image=rr2pd2.jpg" target="_blank"><img src="http://img148.imageshack.us/img148/9062/rr2pd2.th.jpg" border="0" alt="IPB Image" /></a>
To that end, starting a half hour ago, I began the ready room. Here is what I have thus far.
Only reason I'm showing this is to ask this question- is the lab textureset too commonplace?
Angle 1
<a href="http://img185.imageshack.us/my.php?image=rr1ez1.jpg" target="_blank"><img src="http://img185.imageshack.us/img185/695/rr1ez1.th.jpg" border="0" alt="IPB Image" /></a>
Angle 2
<a href="http://img148.imageshack.us/my.php?image=rr2pd2.jpg" target="_blank"><img src="http://img148.imageshack.us/img148/9062/rr2pd2.th.jpg" border="0" alt="IPB Image" /></a>
Comments
gj btw new maps are fun
Otherwise, that looks very cool!!
Cheers,
~ DarkATi
That and even if HL1 can't normally handle this, I know source can. If someone could point me to a good tutorial for setting up Source SDK or even just hammer for mapping in source, I'll start learning it now <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Its real easy i rate the editors i have used in the following order Hammer v4,unreal Editor,Build,Worldcraft,Qoole........................................qeradient bleh
Very nice map I just wish what kinda limits we going to have in NS 2.
Anyway, hl1 is going to kill you for those struts Kittamaru... Mark my words. If this is going to be a ns1 map, you might want to simplify it with a solid {xxx texture hinting about it being that detailed. HL1 mapping is all about cheating and faking detail <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
And they're all entities too. Compiled the map, but I forget how to show r_speeds in some place OTHER than the console
-dev +map "yourmapname"
Fake that kind of detail with clever texture selections instead.
EDIT: Also, don't think I'm trying to be a jerk here. I want to save you some heartache down the road. I'm going through a big fat mess with Vargus right now. I had to delete alot of really cool pieces of brushwork. I wasted time making them and now I'm wasting time getting rid of them. Keep it simple. Add detail later, or start mapping for Source.
Cheers,
~ DarkATi
This is the readyroom for a siege map anyway. It's going to be a decent siege map and a learning experience for me. I just want to get one, good, playable map done withotu something happening to it.
I'm starting to like the cryochamber area of the RR so far <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<a href="http://img185.imageshack.us/my.php?image=nsincubusa10000cc8.jpg" target="_blank"><img src="http://img185.imageshack.us/img185/1507/nsincubusa10000cc8.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img215.imageshack.us/my.php?image=nsincubusa10001mp5.jpg" target="_blank"><img src="http://img215.imageshack.us/img215/963/nsincubusa10001mp5.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img227.imageshack.us/my.php?image=nsincubusa10002wl4.jpg" target="_blank"><img src="http://img227.imageshack.us/img227/9554/nsincubusa10002wl4.th.jpg" border="0" alt="IPB Image" /></a>
Also the oppsite end of that passage is going to closed or does it go into another room I would start getting worried about polly counts and I see lots of dead Aliens <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> due to no cover.
The last piccy is supposed to be dark- tis a cryochamber. I hope to make the tubes themselves glow a light yellow- need to find a way to make em glaslike first.
additive
amount 25 to 50
If it is to bright (lit up by to much lights)
texture
amount 50 to 100
<a href="http://img59.imageshack.us/my.php?image=nsincubusa10000sh9.jpg" target="_blank"><img src="http://img59.imageshack.us/img59/9297/nsincubusa10000sh9.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img59.imageshack.us/my.php?image=nsincubusa10001dh1.jpg" target="_blank"><img src="http://img59.imageshack.us/img59/4885/nsincubusa10001dh1.th.jpg" border="0" alt="IPB Image" /></a>
THat ramp area are you going to put a railing around it ar leave it blank.
Maybe a nice railing that has been broken to spruce it up a bit.