A new map?

AragornAragorn Join Date: 2002-01-26 Member: 98Members
<div class="IPBDescription">Just a test...</div>Hi all.

Two days ago I tried the NSTR and started to design a corridor of an infested spaceship.

<img src="http://www.apcnet.de/bilder/ns_explorer.jpg" border="0">

I'm not sure whether or not to continue. Maybe you can give tips to improve atmosphere or architecture.


  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    looks good so far, but a bit too wide open. place some architecture or objects in that hallway for some hiding spots.  

    your lighting is great... not too dark or bright
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Definetely nice.
    More than nice, actually.

    I wouldn't put more stuff into it, but create some openings (vents...) to allow alien ambushes.
    Maybe make the windows glass a little less transparent - you can only guess that there's something between you and the void right now.
  • the_stalkerthe_stalker Join Date: 2002-01-25 Member: 49Members
    that map looks cool  <!--emo&:D--><img src="" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    I must agree, the lighting is perfect here!As for adding stuff, alot of people just add some arches and such, would be really neat if you could figure something different out. Maybe sections of wall ripped out and scattered around to hide behind?
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    I really like the texturing you have there <!--emo&:)--><img src="" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    looks awsome.  i also think that you need some more details laying around.  excellent start though.
  • neagneag Join Date: 2002-01-24 Member: 12Members
    Unless you add some cover that is an alien slaughtering ground.
    Which only is good, if it's very near the marin starting point.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Based on that shot, I definitely think you should continue. Looking good.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Like everyone's said, it would be good to add some cover and to make the glass less transparent.  And I'm always a sucker for the transparent floor.  I like the caution tape that subtlely shows through there.  Is that an accessable area?  You could make a hole collapsed in the floor if it is.  Or maybe a hole blown out of the floor, if you understand what I mean.
  • LotisLotis Join Date: 2002-01-25 Member: 77Members
    I think its good without the detail, it should be a nice wide open area for some longer range combat.
  • the_stalkerthe_stalker Join Date: 2002-01-25 Member: 49Members
    nice can i have your map???     :)
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    If you have a room that has no debris/detail, the aliens will never enter it. They'd get slaughtered. Detail/debris is -necessary- for the survival of the aliens.
  • the_stalkerthe_stalker Join Date: 2002-01-25 Member: 49Members
    |||debris/detail|||  what?
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Debris and detail are necessary. Detail to make the place look real, and debris to give aliens to hide behind. More often than not, the two coincide. Such as crates, boxes, machinery, things like that.
  • the_stalkerthe_stalker Join Date: 2002-01-25 Member: 49Members
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Hey, an occasional big open hall or room without much obstruction is okay, especially for the level 5, since he will need some space to go on a rabid stampede! <!--emo&;)--><img src="" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    looks great! keep up on it! <!--emo&:)--><img src="" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    /me is drooling at that seethrough floor.

    I agree with everyone else about needing some stuff lying around for cover, crates are always a favourite, or a collapsed roof section. And that hole into space looks a bit weird, change the renderamt to about 100-120 to make it look a bit plasticy.

    Texturing is very cool.

  • AragornAragorn Join Date: 2002-01-26 Member: 98Members
    At first: Thank you very much for your encouraging feedback! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    As you requested, I'm going to add more detail and covering. The transparent glass is too transparent indeed. I'll fix that.
    At this time the area under the floor isn't accessable. It's just there to make the scene more complex and to add those warm orange lightning effects. But I think this could be a possible hiding place for some nasty aliens. Are there any guidelines for the proportions of their bodies? So I can make this room big enough for them.
    The marine starting point will be a docked dropship. Maybe the airlock of the infested spaceship isn't working, so the marines have to brake through. This dropship will be the location of the commander console, too.
    The hives will cover all the necessary parts of the ship. Engine room, bridge, communication center and so on.

    But it'll take some time. I got exams at the university the next three months. <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    hmmm...please tell me that you didn't do that in one sitting? <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    Anywho, I love the lighting.  Texture lights never seem to work for me...anyone wanna gimme a tutorial?
  • AragornAragorn Join Date: 2002-01-26 Member: 98Members
    Of course I use just one sitting... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    The use of texture lights isn't difficult:

    In your worldcraft directory should be a file named lights.rad. If it doesn't exist, create it.
    I show you a part of mine to explain how it works:
    <!--c1--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Code Sample</b> </td></tr><tr><td id="CODE"><!--ec1-->
    +0~FIFTIES_LGT2   252 255 136 2500
    HALL_TOPLIGHT_3    19  88  63 800
    SHAFTLIGHTS        13  93 160 800
    <!--c2--></td></tr></table><span id='postcolor'><!--ec2-->
    Each line got the settings for one texture.
    At first there is the name of the texture that should light your level.
    The first three numbers are the colour of your light. They stand for RGB-Code.
    And the last number simply specifies the brightness of your light.
    I hope this is useful for you. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    There are three hull sizes in the game. Crouched marine size (same as crouched Gordon), Standing marine size (same as Gordon), and 1.33 times the size of a standing marine.

    The Class 5 is the only one that gets to the 1.33 size, and when he crouches, he becomes the size of a marine.

    Class 4 is marine sized.

    No clue about 3 or 2.

    Class 1 (Bob) is crouched marine size, and it can't get smaller/bigger.
  • AragornAragorn Join Date: 2002-01-26 Member: 98Members
    Ah, thank you. I try to set things up to fit that.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    There has been a size change. The Class 5 is now twice as wide and 1.5 times as high as a marine. I don't think it can crouch any more, but I could be wrong.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Sorry for the scattered info, this will all be released officially in the new mapping docs with the NSTR2.  The level 5 can crouch, and he becomes the size of a HL human.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    *tries to picture the animation that shows an rhino becoming the size of a marine* *fails* Boy, these aliens really -are- alien!

    <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    I can't -wait- to see how you guys pull this off.. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    no, i agree with the hole in the floor, an acid burn or something from a bob that exploded, but i don't think you should put more stuuf in that hallway, maybe some machines that have been thrown down that the humans used for their barricades, but don't make it to tight.lightning is indeed perfect and the glass should be a bit less transparant
  • AragornAragorn Join Date: 2002-01-26 Member: 98Members
    Two new screens can be found at the <a href="http://www.readyroom.org/" target="_blank">Readyroom</a>. Progress will slow down in the near future because of my exams. So please be patient. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
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