Just a start - (map shots)

MuuMuu 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.

Comments

  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Hey Mu_,

     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!
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Community mapping really is great, <!--emo&:D--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> show some shots Mu_, for constructive critsism and to get your name out, oh, and welcome ^_^
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    He HAS shown some pictures...and they look pretty funky <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I'd love to see them with NS's textures though. HLs make everything look so plasticy.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Link me to the pics Merk! I must see ^_^
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Actually.. all those textures looked like custom jobbies to me. Heh... you do plastic very well Mu_. <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> But yeah... ns.wad is downloadable in the Downloads area.

    They're in his post Cyanide. It's a link to another page.



    <!--EDIT|Moleculor|Jan. 24 2002,20:09-->
  • 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
    Excuse me? I am NOT the ignorant one here! That was CYANIDE! <!--emo&:D--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
    BTW, nice pics, would be better with NS textures.. hehe
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Those shots show some incredible promise, but they would definitely look a whole lot better with NS textures.

    (now with active avatar, maybe?)
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Christ im stupid *slaps forehead* how could i not see the <b>MAP PICTURES</b> link their... sheesh, lol
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    great architecture, but you definitely need to retexture that beast...  bright red/yellow just doesnt do it
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Actually I think the colours aren't what needs to be changed, it's just the flat nature of the textures. The floor and ceiling are especially in need of retexturing, but the setpiece looks mostly fine as-is.

    I'd have to see more of the map as it progresses before I could give better advice.
  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    Ok I like all your points about texturing. Yamazaki is right they do look flat. I’m thinking about finishing the map with the textures I have. I do have the NS wad, and the textures are very cool but I need something a little more bright and polished. I like the red and yellow because they make it seem warm - once I get it all in NS and have steam coming from the intercooler and the massive engine sound its going to be toasty in there.
    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
  • neagneag Join Date: 2002-01-24 Member: 12Members
    How are the r_speeds?
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    If you have Photoshop you can easily recolour some of the NS textures into warm colours like red and yellow. You can also browse Wadfather looking for flat metal textures, and then recolour them or add little details as needed. One of my favourite tricks is taking a computer/device texture from the NS or HL wad, and adding it as a layer over a wall texture with a pillow emboss blend, which makes it look like its realistically embedded into the surface. <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    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-->
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    <!--QuoteBegin--Mu_+Jan. 25 2002,02:57--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Mu_ @ Jan. 25 2002,02:57)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Ok I like all your points about texturing. Yamazaki is right they do look flat. I’m thinking about finishing the map with the textures I have. I do have the NS wad, and the textures are very cool but I need something a little more bright and polished. I like the red and yellow because they make it seem warm - once I get it all in NS and have steam coming from the intercooler and the massive engine sound its going to be toasty in there.
    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-->
  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->How are the r_speeds?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    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.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Don't forget lighting as a great way to influence the "warmth" of areas in your map.  Even with fairly grey texture tones, you can create a very warm feeling by use of strong colored lights.

    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-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Even though most of us have barely -any- clue as to what you're refering to.

    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.)
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Got screenies you could share? *nudge nudge wink wink*
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Yeah, but I'll have to wait until I get home to get and post them. :/
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    WOO HOO!!

    <!--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-->
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I think Relic is referring to this image, which I'm sure you've seen:

     <a href="http://66.78.33.98/images/player7.jpg" target="_blank">http://66.78.33.98/images/player7.jpg</a>
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Yeah that one. (I never can remember where this stuff is... *sigh*)
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Bah - why wait for old slow poke Relic?

    <img src="http://www.readyroom.org/ns_maps/relic25/ns_bast6_8x6.jpg" border="0">



    <!--EDIT|MonsieurEvil|Jan. 25 2002,12:30-->
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    looks pretty cool, but doesn't seem to relate to NS very much.
  • liquidscriptliquidscript Join Date: 2002-01-24 Member: 35Members, Constellation
    they're right here.  <a href="http://www.readyroom.org/ns_maps/relic25/ns_bast4_8x6.jpg" target="_blank">the room relic25's talkin bout</a>
  • liquidscriptliquidscript Join Date: 2002-01-24 Member: 35Members, Constellation
    Hah, MonsE's post wasn't there when i replied.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    i was refering to the mu's pictures
  • UnknownUnknown Join Date: 1970-01-01 Member:
    That map is SWEET!!!! the lighting is the best!!!!! All I can add would have a large room for fighting like a cafertiera (if approiat)or a central hangar. But your map is awsome I would love to see it make it into the multiplayer NS. keep up the great work. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
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