Ns_excession

G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
<div class="IPBDescription">New Map Being Submitted For Firday 14th</div> Hi guys I just thought I would let the natural selection devs know about my new map so its now too much of a surprise when I submit it for 1.1. I know a lot of the other mappers have kept everyone really up to date with their projects but im more of a cloak and dagger sort <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

Anyway my map is called NS_EXCESSION and its 95% complete and I will be completing it over the weekend and then carrying out large playtests at uni where I have 24 players who will test the map for me. I have been mapping consistantly improving my art since the early Q1 days.

The map will include custom sounds, high quality vertex manipulation and good r_speeds.

The basic structure features a large 'backbone' corridor with a high arched roof that connects the 3 hives to the main base with smaller, more dangerous, corridors leading off it. This should hopefully give marines 'safe ground' to launch attacks on the aliens. Each hive has a different look. I aimed to make the hives recognisably part of a marine base but somehow integrated into an organic system. Marines also have a double rp which they should be able to secure from the aliens during the early stages of the game. Dont worry aliens though there is a complex vent system that will give you access to most areas of the map and, if your prepared to risk you hide, even the command post.

I will be posting screenshots shorty and i promise you eye candy. I've seen a lot of 'screenshots' of maps that look quite good then the map turns out to be poor. I assure you that my map will look good from every concievable angle. Basically I try to make my map look good in 3D view so when I compile lighting I have something special *touchwood*.

G0rebash Out
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Comments

  • DriftwoodDriftwood Join Date: 2002-11-11 Member: 8245Members
    Submit it also to the official thread: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=22008&st=15' target='_blank'>http://www.unknownworlds.com/forums/in...4&t=22008&st=15</a>
  • G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
    oh cheers dude <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • XP-KiowaXP-Kiowa Join Date: 2003-01-25 Member: 12717Members
    Can we see pictures anywhere?

    -Kiowa
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    remember flayra said it doesnt have to be classy, its mainly about the layout atm.
  • G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
    edited February 2003
    Erm here are some screnies taken from the 3D textured view in hammer so NO LIGHTING. I appologise for the rough nature of the images im busy as hell

    <img src='http://www.winn.barrysworld.net/corridor1.jpg' border='0' alt='user posted image'>
    <img src='http://www.winn.barrysworld.net/corridor2.jpg' border='0' alt='user posted image'>
    <img src='http://www.winn.barrysworld.net/corridor3.jpg' border='0' alt='user posted image'>
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    Looks nice, I just hope the lighting is up to the standard of the brushwork <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • CampaignjunkieCampaignjunkie Join Date: 2002-06-10 Member: 746Members
    The architecture and texturing doesn't impress me much, it seems very unpolished. Overall, it doesn't really match the standards of the other NS maps at the moment. Oh well, it's about the layout when you submit it anyway. Good luck.
  • G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
    thats because it is unpolished. you dont polish a map before you go to preliminary beta tests because you have to change routes, etc which can much up a lot of the texturing.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    It looks kool, Hope you make it, and I hope I finish something sometime soon :S
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    Although I admire your attempt at more complex brushwork I have to say...

    Skulks man, think of the skulks...

    Make sure your map, with it's fancy brushwork and all, is skulk friendly. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • XP-KiowaXP-Kiowa Join Date: 2003-01-25 Member: 12717Members
    edited February 2003
    unpolished FEH.

    I'd say for an unfinished build, with the pics taken at full lighting, it looks pretty darn good. Keep up the good work.

    -Kiowa
  • G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
    edited February 2003
    cheers dudes hehe. Yeah I'm working latenight on this one and its going faster than expectected for once. I'm going to be doing my lan playtest on saturday and before you ask sorry you cant join because its behind a uni firewall ;/

    Anyway I have 20-30 m8ts who will download the map and playtest it for me *thanks the heavens*

    Hopefully I will have some samples of the map + lighting some time next week. I'm using orb lighting in the center of corridors to give the entire map a certain 'ambient' level of light so the map doesnt end up reminding everyone of the movie pitch black <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Along the walls I am using prefabed spotlights which I can shine up (or down) the walls to give that really interesting seperated lighting look. I'm trying to use piping and other features to create interesting lighting effects but where such features are lacking im sealing my spotlights in a grilled box - the light shines out of the box and catches on the grills - means I can do funny easter eggs if I want to such as spotlighted text etc but more importantly get a really interesting, continuous contrast in lighting levels over my wall brushes. I'm trying to say sparse on the more intense coloured lighting such as reds and greens so that when I do use it it will prove more dramatic. Obviously the mustard greens in hives etc will be used and all areas will have some form of coloured lighting from computer screens etc but not to a level which engulfs the room. As far as I'm concerned theres nothing worse than a map that looks like an 80s discotech (unless thats the theme your doing ;P appologies to the maker of ns_discotech)

    Commander mode seems like it should be fairly smooth and I am endevouring to ensure that features that cover the commanders view will be 'invisible' to the commander only....I have a mate who commands all the time and he has reminded me of this all the time

    By the way thank you for reminding me of those poor, scrawny, big jawed skulks I will endevour to make their lives as rewarding as possible

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

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

    thanx guys I'll try and keep you as updated as possible any more tips and ideas would be more than welcome

    Here are some more screenies. This time ive decided to give you a view of the 'infested command post' and a few infested corridors....only fair for the skulks to get a chance to see their parts of the map <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->

    <img src='http://www.winn.barrysworld.net/infestedcom.jpg' border='0' alt='user posted image'>


    ENJOY ;D

    If you are interested in this map dont hesitate to send me an email: mk38@ukc.ac.uk
  • G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
    <img src='http://www.winn.barrysworld.net/combatcorridor.jpg' border='0' alt='user posted image'>
    <img src='http://www.winn.barrysworld.net/combatcorridor2.jpg' border='0' alt='user posted image'>
    <img src='http://www.winn.barrysworld.net/skulkheaven.jpg' border='0' alt='user posted image'>
  • G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
    Marine areas:

    <img src='http://www.winn.barrysworld.net/corridor4.jpg' border='0' alt='user posted image'>
    <img src='http://www.winn.barrysworld.net/hive1a.jpg' border='0' alt='user posted image'>
    <img src='http://www.winn.barrysworld.net/hive1b.jpg' border='0' alt='user posted image'>
  • G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
    <img src='http://www.winn.barrysworld.net/hive1c.jpg' border='0' alt='user posted image'>
    <img src='http://www.winn.barrysworld.net/hive2.jpg' border='0' alt='user posted image'>
    <img src='http://www.winn.barrysworld.net/compost1.jpg' border='0' alt='user posted image'>
  • G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
    <img src='http://www.winn.barrysworld.net/compost2.jpg' border='0' alt='user posted image'>
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    In the first picture, you may want to use the infested version of that glass tex ...

    do a search for "NS_Wad" on the forums <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I hope the lighting is great because the geometry looks pretty hot so far. Be sure to send it along before or on next Friday.
  • foolfool Join Date: 2003-01-18 Member: 12447Members
    wel it does look good but some of the etctures are WAy off. if you take the texture application tool and line up the X and Y axis adjustments so the X on brush 1 is the same as X on brush 2. and the Y on brush 1 is the same as the Y on brush 2 then the textures will match up perfectly. as long the scaling and rotation are also equal on both brushes.
  • G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
    thanks -fool- I didn't really understand the texture editor...I'll remember all that x/y stuff...promise...

    seriously though its a PRE-beta - please remember that...some areas I have bothered to line up the textures other, less important areas will be polished later on. Obiously in the final I dont intend to have textures that just dont match and allow you to make out the vertex lines...thats plain unproffesional...This map is slightly bigger than eclipse (maybe even bigger) and isnt a low detail map either. The level of detail you see in the screenshots isnt just a few pretty areas then the rest big, empty, square, ugly halls - The ENTIRE map is to this detail level. There are several thousand faces in a map such as this...try lining up all those textures then crying cos you have to cut them up again when you add new routes in playtests ;D
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    Hey, this looks totally phat. I like the layout idea you described. It'll be a welcome change from the norm. The only suggestion I have (and it's texture again), is to not line up those "gratefloor" textures together. save those for walkways, and use a more plain grating such as "nos_grate2" for the rest. The reason I say this is because of the borders on the "gratefloor" texture, and how awesome the 2 colors of "gratefloor" and "nos_grate2" contrast. Actually, this is how part of my map is, and I've seen it used elsewhere as well. Just a quick suggestion, take it or leave it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> .
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    I don't see any light / computer textures around for textured lighting?
  • G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
    i've actually tried out your suggestion and yep looks better <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> thanks dude I'll add you to the credits in smallprint
  • G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
    revenant: yes I'm adding those at this very moment....I thought it best to create the map structure itself then think about how best to light it...
  • porpporp Join Date: 2002-11-06 Member: 7445Members
    Looks good.

    Does the map have anything to do with Iain M. Banks? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
    jesus christ my mate spotted that after like 5s.....cant I steal a title in peace!!! hehe looks like im not the only hardcore sci fi reader about....

    Yer your right I better ask him before I use his title *fetches ians cell number*

    Its ok he said I can use it cos its a single word thats in the english dictionary therefore cannot be coyrighted ;D
  • G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
    edited February 2003
    I thought I should describe the layout in more datail since some people seem to like it. Leading off from the wide, open, well lit marine 'backbone' corridor there are 3 large, wide, obvious doors that are access routes to the infested half of the map (and it is half corridors and all). Now you may say that 3 routes is too few to the alien half of the map but what if I said I have added several vent systems which rapidly open up into hidden 'vent corridors' that marines can advance throuch quickly and dodge acid rockets etc...these extend the number of routes to 7-8. As far as im concerned theres nothing more skilled than a marine using the alien vent systems to his advantage to get where he wants to go.

    Hopefully we will get a situation where the aliens block these 3 routes with ease with walls of 'lame' (lol althought there not lame any more hehe) and the marines will be forced to think like a skulk and find another route....or lose....

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

    ps) the images are down because the friends website i am usign to host them has had all its bandwidth used up by this thread - will be swithching to a new host tonight and uploading some even nicer eye candy to replace the old stuff
  • G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
    jesus why is it I can work for 3 hrs and turn out pure, uninspired rubbish which I then have to delete then I take a break listen to some metal and the next 2 hours I turn our the equivalent of 6hrs cool work and lose 3 pounds in the process....is there a mappers 'block' or something or is it just me
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    no offence just most your walls all look flat. if ur gonna manipulate them and detail them you may not have enough room for onos to get through, or are you gonna re-build it later on?
  • G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
    edited February 2003
    I know it's hard to tell from unlit screenshots but all the corridors are quite wide. There should be more than enough room for onos to move about in. Thanks for reminding me though I will take this into consideration a lot more when decorating

    If I have to when i have a striaght wall that needs decoration I will do the following:

    i.......................i
    i.......................i
    i.........................i
    i...........................i
    i..........................i
    i.......................i
    i.......................i
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