.ns_somethingorother.

evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
edited December 2002 in Mapping Forum
<div class="IPBDescription">Finally some lousy screenies.</div> I've been bitching every now and then about textures. Its just my opinion; I'd like to see some new, original, nifty textures. Textures are half the map. Its fine that they're re-used between maps, but I'm getting tired of seeing the same walls and light fixtures over and over and over... they can only be used so many different ways, and sometimes they look odd when used in ways other than we're used to seeing them.

Thus, with my map (which is supposed to be an old, industrial-ish space station which functions primarily as a fission reactor for a large asteroid mining operation) I decided to mainly use my own textures that I made myself. Its proving to be quite a challenge, trying to get the look I want. Driving me up the wall, this map is.

On with the damn screenshots. They're using some textures from the NS wad, but mainly the best crap I could come up with so far.

I think the screenies suck. They're incomplete, and they suck. The map sucks. I suck.

But here they are:
<a href='http://www.miraclemedia.ca/misc/ns/nstest1.jpg' target='_blank'>Screenie 1</a> (Readyroom spawn area)
<a href='http://www.miraclemedia.ca/misc/ns/nstest2.jpg' target='_blank'>Screenie 2</a> (Hallway outside of MS)
<a href='http://www.miraclemedia.ca/misc/ns/nstest3.jpg' target='_blank'>Screenie 3</a> (Alternate perspective of hallway)

Tell me what you think so far... maybe my standards are a little too high. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

Comments

  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    Vewy vewy intwesting. I must say you have a unique style. I like it! Btw, either I missed them or you are using some custom textures, no? I especially like the red 'circuits' you put in your ready room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> . Only thing I can suggest is tweak the lighting, so not every single surface is well lit. Can't wait to see more.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    edited December 2002
    I really like the trim texture in that third pic.

    EDIT - (also in the second pic lol)
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    I think it looks pretty good. The lighting overall is very good, nice colors, and good texturing too. But I kinda agree that it needs a bit more contrast in the second and third shot. It's a great start, though. I'm really looking forward to this map.
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    i find this work good. 1st shot i would make the fade more transparent and the floor,brake it up with something running on it, a rail perpendicular to the line of a player walking through it.
    in less development, care more of lightning, use more spots and make contrast, in general every room has a colour <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
    architecture is to work on more, but is quite good
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    I like it alot, the textures add a very crisp feeling to it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    I like your textures.. and I like your brushwork.. not bads mate <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--QuoteBegin--evoL:ving:eviL+Dec 6 2002, 07:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (evoL:ving:eviL @ Dec 6 2002, 07:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'd like to see some new, original, nifty textures.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Despite this - you really do the use textures well.

    Now, seeing how you dont have alot of your map done, and seeing how I dont know where you are going with this I could be wrong but to me it does not look like your Readyroom fits your map.

    Your RR gives me a feeling like we are in a spaceship and the ship has gone into "Red Alert" however your map gives me the feeling of a cold, dark space station. (Much like nothing - a very good thing!)

    Rhoads has given you a suggestion of adding more contrast but I think you have enough here. The textures you choose to use really do add alot of contrast, the white lights ontop/accross from the gold pipe have a great look and off in the distance is some sort of computer giving off a blueish hue. I think you have good contrast and I really like your lighting -- well placed spot_lights and overall well lit -- the way the marines side of the map should be.

    This map looks like it has a very good future! Keep up the amazing work!
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Shot 1 was very good. Shots 2 and 3 were very gray. More lighting contrast, varying the lighting colour or colours in your textures might work better.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    I actually had no idea these were included NS textures. VERY good job with it.

    BTW: the readyroom IS very cold feeling, you might want to make it an actual part of the map.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    I agree with chrome Angel
  • ctxctx Join Date: 2002-11-02 Member: 4592Members
    I like your architecture and textures, they're great.

    That corridor really could use some different lighting, as they said.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    /me checks the SD forums.

    I'm putting up another post about ns_signal. Or ns_corian. I happen to have an aversion to fabricated proper nouns like that, see.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    Thank you all for your positive comments! I made me feel a lot more confident. I was going to post a long time ago, but when I pressed 'Add Reply' the forums crashed, and stayed that way for almost a week. Go figure.

    Firstly, <b>TAKE NOTE</b>... to those idiots who said things like "I didn't know those textures are in the NS wad": THOSE TEXTURES <i>AREN'T</i>. I made them myself. The trim texture (yes, I rather like it too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->) and quite a few others. I'm not TOO bad at making textures... indeed, its flattering to see them fool people into thinking they're NS-calibre! However, its very difficult and time-consuming for me, and in general! whew! Anyways, most of the textures will be put in a wad that everyone can use... that's right, I'm willing to let someone ELSE use that trim texture! Ooh!

    As for your input... its all <i>beautifully</i> helpful! A thousand thanks!

    And now for a rather sad, typical statement... this poor, demented, nameless map, as of a few days ago, has been put on the backburner. It had (and has) a lot of huge problems, everything from making the right textures/motif for this sucker to the nasty VIS errors that are plaguing the poor thing. I've already burned countless hours on this map, which consists of little more than what you see in the screenies. Worry not, the ideas behind it will never die. But for now, the map is in hibernation. Zzzz.

    What has replaced this project? NS_SIGNAL! Its different from this one, and its going WAY smoother and faster! yay! It also has some features you'll NEVER have seen before... things that will amaze and astound you! Fun for all ages! AND, amazingly enough, so far the w_polys are safely grounded around 300! I know! Considering the tricks I'm pulling, its amazing! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    Well, I'll put up a post soon about NS_SIGNAL. In the meantime, mourn about THIS poor sickly little map. It has had such a sad life so far <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
    grates seem to be very effective. keep it up!
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    I maintain that ns_corian was a better name.
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