Just a start - (map shots)
Muu
Join Date: 2002-01-24 Member: 23Members
<a href="http://mumuland.co.uk/ns/map/" target="_blank">Map Pictures</a>
Ok so I've nearly finnished the first room of my unnamed NS map. Im looking for some nice painted metal and plastic pannel textures to make it look less c3a2, is there anychance we could get some in the ns wad <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> that would be cool - I dont like too much bare metal. Anyway I'll get on with my map so next time I'll have something more inpressive to post - comments would be nice though.
Ok so I've nearly finnished the first room of my unnamed NS map. Im looking for some nice painted metal and plastic pannel textures to make it look less c3a2, is there anychance we could get some in the ns wad <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> that would be cool - I dont like too much bare metal. Anyway I'll get on with my map so next time I'll have something more inpressive to post - comments would be nice though.
Comments
I'm not sure if you realized this, but the NS.wad is available for download from here:
<a href="http://www.natural-selection.org/NS-wads.zip" target="_blank">http://www.natural-selection.org/NS-wads.zip</a>
This is from a link in the downloads section, near the bottom. You can use any of those textures for NS maps only. Good luck!
They're in his post Cyanide. It's a link to another page.
<!--EDIT|Moleculor|Jan. 24 2002,20:09-->
BTW, nice pics, would be better with NS textures.. hehe
(now with active avatar, maybe?)
I'd have to see more of the map as it progresses before I could give better advice.
This part of the map is very close to the marine’s start which I want to keep bright and shiny, then the rest of the map will slowly gets darker and darker as you approach the older storage sections of the base (lots of rotting abandoned machines and plenty of NS textures) and the aliens.
I'll try to work on some textures myself for it, I’ve done it before but it always takes a lot of time.
Hopefully they'll get the old posts back soon so I can check out everyone else’s maps <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
P.S. call me Mu the _ was to get into your long name bias forum
A good way to give a texture that 'panel' look is to use the stroke blend, set to gradient/overlay/shapeburst(reverse). Just turn on a grid set to 16 or 8 pixels, and draw lines in a seperate layer, then turn on that blend option. Voila, instant panels. <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
This part of the map is very close to the marine’s start which I want to keep bright and shiny, then the rest of the map will slowly gets darker and darker as you approach the older storage sections of the base (lots of rotting abandoned machines and plenty of NS textures) and the aliens.
I'll try to work on some textures myself for it, I’ve done it before but it always takes a lot of time.
Hopefully they'll get the old posts back soon so I can check out everyone else’s maps <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
P.S. call me Mu the _ was to get into your long name bias forum<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
If you would like to see how other mappers have done things, you can always stop by the mappers' gallery at <a href="http://www.readyroom.org/maps.html." target="_blank">http://www.readyroom.org/maps.html</a> The old mapper's forum is also still available (read-only) <a href="http://66.70.175.88/cgi-bin/UltraBoard/UltraBoard.cgi?action=Headlines&BID=4&SID=30284" target="_blank">here</a>.
<!--EDIT|MonsieurEvil|Jan. 25 2002,11:10-->
I knew someone would ask that <!--emo&;)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
There 420 at the highest point at the moment but once I get the ducting in and main door I suspect theyll touch 500, might have to bring them down because Im using additive blend for the engine core.
Thanks Yamazaki I'll see if I can get hold of a copy of photoshop It takes days to make textures with Paint Shop Pro.
Before someone objects, I am not an advocate of super-saturated primary color lights everywhere in a map. I find that as annoying as everyone else. I guess you could use the furnace 'hall' of ns_bast as an example of what I mean. Even though all the textures are really just grey or at least very desaturated, the orange light cast by the furnace guns gives the room a very warm and comforting feeling. It would be very chilling and inhospitable if the lights in the same hall were primarily white or tinted blue.
<!--EDIT|Relic25|Jan. 25 2002,11:20-->
Remember. We don't have ns_bast to play around with. <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> (sure, there's been one pic of it. But somone coulda missed that.)
<!--emo&:D--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Bob is happy!
<!--EDIT|Moleculor|Jan. 25 2002,11:19-->
<a href="http://66.78.33.98/images/player7.jpg" target="_blank">http://66.78.33.98/images/player7.jpg</a>
<img src="http://www.readyroom.org/ns_maps/relic25/ns_bast6_8x6.jpg" border="0">
<!--EDIT|MonsieurEvil|Jan. 25 2002,12:30-->