Ns_below Or Maybe Not...

CallMessiahCallMessiah Join Date: 2002-06-24 Member: 813Members
<div class="IPBDescription">Screenshots and what happened to Horizon</div> So, hi, guess I'm back, since I got nothing else to do, but waste my life in front of this unthankful editor that doesn't offer even the slightest word of appreciation, let alone criticism, except maybe for things like "leave saw into leaf" or "leak" or, as it is the case, with ns_horizon: MAP_MAX_CLIPNODES. I thought this was pretty amazing, considering that I didn't have a map even half as big as nothing or similar official maps. This combined with the fact that I was only 70% done with the basic layout kinda forced me to put Horizon on hold for indefinite time.
So, instead of wasting my time on that, I started a new map, keeping an eye out for the horrible limits on this aged engine we all have come to love... or maybe I just couldn't get myself to finally learn UnrealEd.
Anyway, I started this map, which is some sort of mining facility on a planet or an asteroid, whichever seems more appropriate later on. It features large natural rock areas, where I tried some new things with the vertex manipulation. Before start getting all exited, only new for me, probably not for you...
The name below was just picked at random right before posting, as it is currently running under the name ns_ip in Worldcraft (no, not Hammer, I'm still using 3.3, so sue me!) for In Progress.
I owe a big thanks to Fam, whose v_wad ist just incredible useful for my needs and yes, the best texture in that pack is v_dan_rock, which he didn't even make, if I'm not mistaken. So thanks to his brother!
Anyway, here are some first shots, way to dark I guess, but I'll try nevertheless.

First shot is a hallway, leading out of marine spawn.
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Comments

  • CallMessiahCallMessiah Join Date: 2002-06-24 Member: 813Members
    This is one of the cavetunnels for the tram that will be transporting the ore or whatever comes out of that godforsaken chunk of rock.
  • CallMessiahCallMessiah Join Date: 2002-06-24 Member: 813Members
    This is one long hallway, used as the secondary connection between two hives.
  • CallMessiahCallMessiah Join Date: 2002-06-24 Member: 813Members
    Same hallway, only from the other side. I know, the r_speeds are a little high, but I guess not may people will stand there, as the hallway doesn't continue there, but of to the left, where stairs lead up to the bridge in the middle.
  • CallMessiahCallMessiah Join Date: 2002-06-24 Member: 813Members
    This is connected to the tramtunnel and will be kind of a "pit of doom"TM, we have all come to love over various years of gaming... and playing ns_nothing. The tunnel is caved in at the other side and the way will continue on the right side off that little ledge.
  • CallMessiahCallMessiah Join Date: 2002-06-24 Member: 813Members
  • CallMessiahCallMessiah Join Date: 2002-06-24 Member: 813Members
    Last picture of the round digtunnel, which will lead to a hive in a giant cave, hanging over a waterpit or something similar, if the great vertice will grant me the abilities to create such a thing. Anyway, its quite round and kinda... um... yeah, whatever...
    As always, cirticism welcome, expecially on how to improve my poor lighting.
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    Some areas are nice, like the first few pics. then it starts to get frekily wierd (last pic especially)
  • b4ckspiNb4ckspiN Join Date: 2003-01-30 Member: 12939Members
    i think some more lights would be good cause its really dark ...
    or the screens just suck dunno <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • CallMessiahCallMessiah Join Date: 2002-06-24 Member: 813Members
    edited February 2003
    Uhm... and now is freakishly weird a good thing or just... weird? Because actually I think, having it look weird will make it feel a lot more "alien"... hey, that sounds good, guess I'll try to be even more freaky... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    Oh and yes, it is way to dark right now, I think, but then again I just wandered through the beautiful darkness in ns_napo and thought I'd get away with it, because I hate doing the lighting. That and the jpg compression doesn't really look good at all.
  • EpochEpoch Join Date: 2002-10-10 Member: 1474Members
    I honestly can't tell what is in any of the pictures. They are too dark for me to pass judgement at this point.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    It looks very dark to me too. I don't liek the idea of balancing on those rails either. I have additive overlays for those light fitting you are using if you want them to look nicer.
  • King_titanKing_titan Join Date: 2002-12-14 Member: 10776Members
    man I truly love your map!!!
    I love that rail walking thing on top of the lava, that will make for some nice battles!!
    as far as the dark places go, man keep them we need more dark corners, like on ns_nothing powersilo on the top where there is hiding places, the corners in there are dark as hell, what I do is turn on my flashlight,(marine side) and you can see them, so yeah the dark areas is a great idea!!
  • CallMessiahCallMessiah Join Date: 2002-06-24 Member: 813Members
    edited February 2003
    I take it you are refering to the lights in the tunnel, Chrome. An overlay for that would be very nice, as I hate the superbright texturelights, but they are such a convinient way to illuminate things.
    This is kinda growing faster than I can type... argh... didn't get used to these new crowded forums yet.
    Anyway, thanks Titan. But I think it is too dark overall, too. And I was never quite happy with those tracks hanging in midair, as it is really hard to walk on them right now, but I didn't have a decent idea to make them more accessile so far.
  • KeksImperiumKeksImperium Join Date: 2002-11-19 Member: 9300Members
    yeah!

    a cave!

    /me want to hug messiah
  • rhubarbrhubarb Join Date: 2002-11-09 Member: 7896Members, Constellation
    <!--QuoteBegin--Call:1800-MESSIAH+Feb 3 2003, 09:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Call:1800-MESSIAH @ Feb 3 2003, 09:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And I was never quite happy with those tracks hanging in midair, as it is really hard to walk on them right now, but I didn't have a decent idea to make them more accessile so far. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Weldables... make a weld which welds sheets of metal over the tracks so they are easier to walk across mebbe..

    rhubarb.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    lava looks nice, but for me it seams to dangerous... make that its a sort of a bridge.. not a simple one, a little bit a spezial one... but, nice job
  • CallMessiahCallMessiah Join Date: 2002-06-24 Member: 813Members
    edited February 2003
    Jesus, last time I posted something in the mapping forum it took a day to get this many replies and those shots back then where way better, but thanks everybody.
    I was thinking about somehow having a weldable there, making the whole thing easier to walk on, but then again, I couldn't think of anything reasonable to put there. Having metalplates apear out of thin air somehow doesn't seem right to me, but that was the first thing I thought about too.
    Maybe I will go with that bridge, only that I'm not quite sure how that will work, since the whole "room" is kinda narrow and anything will look really massive in there and it will loose the vertigo effect, I hoped to achieve.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
  • CallMessiahCallMessiah Join Date: 2002-06-24 Member: 813Members
    Thanks alot Chrome, I'm gonna go fix those right now, eventhough that meens more entities again, but then, what do I care... its just CPU usage... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Only one question: Why 80x48?
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    <b><span style='font-size:17pt;line-height:100%'>Ownage.</span></b>

    Don't turn up the lighting one bit. That rocks.

    (The third and fourth shots, I believe, of the hallway... stick some steam in there for fun)
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    They just match the original textures, ask SLAP why.
  • CallMessiahCallMessiah Join Date: 2002-06-24 Member: 813Members
    Oh, yeah, the old version of that texture. I'm using the newer one which came with NS 1.0, where that texture has been retiled to a better looking 64x32 version. It is quite some work to allign those two atop one another properly, but I'm working on it.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited February 2003
    ah... I was using lights_slanted1 and a template, rather than ns_lights1.

    * Shakes fist at SLAP for not making it 64x32 in the first place *

    I'll do one for ns_lights1 tommrow.
  • CallMessiahCallMessiah Join Date: 2002-06-24 Member: 813Members
    No, thanks, you don't have to, Chrome. I resized it with good old paint to fit my needs and it works just fine now, thanks anyway.
    I will probably have a new version of the tunnels and the lavapit tomorrow with overlayed lighting and some a new idea for those tracks hanging in midair. Till then, stop posting people, I'm off to bed and can't reply anyway... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • rhubarbrhubarb Join Date: 2002-11-09 Member: 7896Members, Constellation
    <!--QuoteBegin--Call:1800-MESSIAH+Feb 3 2003, 10:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Call:1800-MESSIAH @ Feb 3 2003, 10:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I was thinking about somehow having a weldable there, making the whole thing easier to walk on, but then again, I couldn't think of anything reasonable to put there. Having metalplates apear out of thin air somehow doesn't seem right to me, but that was the first thing I thought about too. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    put a broken old bit of train somewhere nearby and toggle it off with the weld ie, before weld - broken old train bits (or stack of old supports/metal plates or busted door etc etc), After weld, nice bridge..

    rhubarb.
  • JedediahJedediah Join Date: 2003-01-27 Member: 12847Members
    where can I acquire this v_wad? I'm also making a map with a lot of caves and rock
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    make a weldable that moves and not dissapears out of thin air, like the floor of a bridge coming from both sides to meet in the middle with a transparent texture, like a masive grateing or so to cross the lava?

    It currently really looks kinda weird and i am not shure if it is a good or bad thing. propably depends on the rest of the map, how it all fits together.

    For the v_wad search for v_wad, post by Fam.
  • MessyTreatMessyTreat Join Date: 2002-12-21 Member: 11309Members
    Messiah,

    Perhaps for the rail sections, you could have a narrow grate walkway to one side. It would provide a means of getting from one side to the other in relative safety without having to navigate the rails.

    I really like the idea of having to watch your step for fear of killing yourself. IMHO There are not enough hazards in the current maps available. Of the ones I can think of there are ns_cilras_1229 with an electrical hazard at the top of a ladder in North Junction, ns_lost with a bottomless pit surrounding a resource tower at Eternal Requiem, and one other, I think its ns_nothing, with a bottomless pit in the generator room.

    There need to be more hazards to be cautious of in my opinion. Space is not a friendly place. Very industrial. Full of machinery and natural hazards that could kill you if you are not careful.


    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->

    MST <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
  • CallMessiahCallMessiah Join Date: 2002-06-24 Member: 813Members
    Okay, so here are some new screens, no major changes, just the new overlay texture and a slithly reworked Lavapit room. For all of you who think it should stay dangerous, it still is kinda tricky to jump to the ledge at the right side, where the path continues. Oh, yes, I did that way too, but that's nothing special. So here are three new screens.
    There probably won't be anymore until the 17th, since I have finals the next to weeks and I'll be busy saving my sorry self from failing horribly.
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