Freon-a-thon

nrbynrby Join Date: 2002-03-05 Member: 270Members
<div class="IPBDescription">Sorry to those on 56k, 27 images</div>Here's an update on freon, many images - some you have seen before some you havn't all are updated in some way. As usual its not quite final, the orange lights for example have no glow sprites etc yet.
Since last update the following has been changed:

-5 new height changes
-r_speeds fixes
-new tex
-new sky
-LOT's of new details etc
-Vents added
-New hive
-New particle systems
-Ambient sounds changed
-added 2 new hive routes
-lighting tweaked and varied
-added more bob hole and dark spots
-fixed commander mode height
-fixed func_seethough issues

Here they are, 90% models and 90% clipnodes so i'm nearly done <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Thanks to Yamakazi and Chalapumonk for the new textures.

<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40000.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40001.jpg" border="0">
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<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40005.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40007.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40009.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40012.jpg" border="0">
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Comments

  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    Let me put it this way...

    SWEET BAJESUS

    on a side note, do you ever stop mapping <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    And yes, those shots are absolutely amazing! I'm afraid I can't give you any constructive critisism, it might only make the map worse
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Alright, there are a lot of things that look good here, and not too many things that don't look bad.  So I'll go with the bad stuff.  

    That big, bright, blue strip in the readyroom.  It's big, and bright, and blue, yet the lighting in the room isn't?

    Your crate placement in the last shot seems far too boxy and boring.  I don't know.  If it's possible, maybe you could angle a few.

    Umm, yeah. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Forgot to mention, the crate texture will be redone.
    Also, the big door in the first pic will be open and exposed to the sky (with a forcefield of some sort)
  • DruBoDruBo Back In Beige Join Date: 2002-02-06 Member: 172Members, NS1 Playtester
    <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    hehe

    he works fast

    its looking very nice, i still think some bits of it look a little too concretey, but that might just be the compression and resizing of the shot, good job.
  • 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
    Looks just awesome, although some hallways look a little empty and boxy. I presume you are still working on those, so I will shut up and stare some more <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • SpoogeSpooge Thunderbolt missile in your cheerios Join Date: 2002-01-25 Member: 67Members
    Ya know, it's open, it's boxy, it's a little undetailed.... and I LOVE it.  Honestly, it looks completely REAL.  No dramatic variations in texture and great lighting.  I think the only detail I'd like to see (not that it matters) is some equipment.  Like material handling stuff.  Otherwise it's superb!
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Looking good.  The only thing that's bugging me (and if I wasn't such a programmer, I would've noticed this before) is that you don't seem to be using a lot of the NS textures.  I realize that some mappers think their maps won't stand out if they don't use their own custom textures, but we created the textures for a reason, and want people to use them.  I think some of the textures in your shots would look better if you replaced them with NS textures instead.

    My thoughts:

    - The blue thing in the ready room seems a bit big and not very pretty.  I'm not sure what it is either (which is OK) but in that case, I'd expect that it would be a big super-cool looking machine thing instead of a big kind of boring thing.  Could just be me though.

    - Your r_speeds must be pretty good around here.  I think I'd like to see some more detail, if possible.  I know you're close to hitting all your limits (join the club), but some of those areas just seem a bit straight and narrow.

    - The hive areas look a bit like the non-hive parts of the map, but just with infested textures.  I'd love to see knocked over stuff, broken stuff, falling apart stuff and generally stuff moving towards entropy under the changing influence of the alien growth.

    - One thing that I think would really help is if you had more floor/bottom lighting.  That's a great sci-fi thing, and I think you have mostly the warehouse-styled cones-of-light-from-the-ceiling.  What do you think?

    Looking good, I'm looking forward to seeing how it plays!
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    As i said, a lot is unfinished. The hives are the least complete part of the map right now and i'll be focusing on them now.
    The 10% clipnode i have remaining are for this purpose (the hives) and the few areas that remain to be completed.

    I see your point about the NS textures, but it's a shame to waste Yama's effort he put into making them, not to mention the fact both bast and hera use the standard WAD, as well as most of the new maps in progress. A little diversity wouldn't hurt?
    I agree about the lighting, yes it is a little warehousy but i inteded it to be functional , we'll see how the limits go and i may  (well i know i will) go back later on and redo entire sections. The map has been through so many changes its fragmented to hell and back which may account for the higher than expected r_speeds in some areas.

    Thanks for the feedback.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Some of those shots are just awesome. Especially the second to last one, the 12th, and any of the ones involving elevators. The atmosphere and ambience in those areas is just rockin. Excellent lighting too!

    I can't say the same for some of the others though. Like the areas with the sky showing or that hive area up near the top of the list. Just seems so basic. Nothing really dramatic or exciting about those. That probably isn't very helpful for you, but... you know how that goes.

    Are these areas just not finished? I think what would help the "less appealing" areas out is some more dramatic and less grey texturing.

    -Edit- Ugh, your post wasn't there when I began to write this. Ignore irrelevant comments then.



    <!--EDIT|ken20banks|May 13 2002,20:43-->
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Generally looking good but I have a few humble comments:

    -In the first and fourth pics there is infestation on the floor but there appears to be no infestation on the cylinderical things coming out of the floor. (1st: Pipes 2nd: Pylon thingi) looks a bit weird. You could put a func_wall going from floor level to the cylinders and put a infestation "web" texture on it with 255 blue and make it transparent. To create the illusion that the infestation ad bridged the gap but had not yet infested the cylinder. That was a bit messy but I hope you got the idea.

    -I love the green gratings on the right in the long corridores, very spooky.

    -All the airlocks look great, can the marines close them in order to delay the aliens for a short time in the event of a retreat? You could use a func_train to make them close quickly but open slowly to give the marines a chance to run away.

    -Number 21 looks very marine-friendly, well lit and furutristic looking, a fine place for a CC (secondary?) or marine spawn.

    -Number 25, the readyroom. The big blue thing in the middle looks a bit like a malfunctioning LCD display or somthing like that. Maby you could animate it and have it flicker every so often.

    Thats all I can think of at the moment. You have between 2 and 16 weeks to finish it!

    --Scythe--
    <a href="mailto:the_only_scythe@subdimension.com">the_only_scythe@subdimension.com</a>
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i would describe your work with 2 words

    <b>IN         CREDIBLE</b> ->  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    I love the way you've  made the ceilings, the lighting, etc.. all!!!!!!!!!
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Impressive stuff, like we'd expect anything else from our resident CS mapping guru. Some of those shots remind me of Quake2, actually...(not a bad thing ;)

    Just a few nitpicks. Firstly, it doesn't look as though you adjusted the contrast levels in your pictures, (To simulate the env_gamma effect) so the map looks very dark and plain compared to what it would in HL. (I refuse to play Hera without my env_gamma set to 1.6 now. It looks so dire without it.)

    Secondly, I'm not noticing a lot of height changes in those pics. Mostly, the rooms seems to be 1-level with no interesting descents or ascents. I realise that we can't have anything too extreme with the height differences, but raised platforms, pits with computer consoles at the sides, anything which develops the map on the Z level (and not just detail either, so the player can actually experience the height changes) is welcome.

    If I'm wrong about this then I apologise - I'm only going from what you've shown in those pics.

    All in all though, great stuff :) What's the alien vent situation like?
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Oops - my bad. I didn't realise that in a lot of those pics, you are actually standing on a different level to what you're taking a picture of <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Feel free to disregard all my ramblings about height differences.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    I'll do an overview today, show all the new stuff

    thanks for all the feedback!
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    my 56k modem nearly had a heartattack!!!! good work. oh and I love the music in your vid. no real comments 'cause everyone else pointed out what I noticed



    <!--EDIT|MonsieurEvil|May 14 2002,12:27-->
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Spent a lot of time trying to get the particle systems set up, heres a couple of examples. Both flow up then over the pipe. One is bubbleing liquid rock, and the other is liquid nitrogen used in the computer room to keep the cores cold.

    <img src="http://csnation.counter-strike.net/barney/personal/ptest0018.jpg" border="0">
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    Liquid rock? Wouldn't it melt all the floors and whatever pipe it is coming from?
    Pardon my stupidity, if I sound stupid that is.
  • SmokeMastaSmokeMasta Join Date: 2002-04-13 Member: 430Members
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    The advantage of science fiction means traditional physics laws need not apply.
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    Sorry <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> I got too cought up in realism.
  • DruBoDruBo Back In Beige Join Date: 2002-02-06 Member: 172Members, NS1 Playtester
    or it could always be some kind of phosphorescent chemical used for lighting hallways.

    In sci-fi, you can rationalize anything, so long as it sounds scientific.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Nice particle system idea! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    could you post the specs for those particle systems?
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    It's a cool particle system idea for sure.  I don't want to give away the magic, but I think I've figured out it's done. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    mmm, me too, pretty easy when you think about it, kool looking though narby, good work.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    It's easy to set up, you have 2 PS's and the top one has the world gravity flag set <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    That is really easy to set up. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> You could always give a neat pulsing effect to it (well, I think) by adding a second PS with world gravity checked... and make the size/scale slightly different. Would have to probably halve the number of max life particles on each, though.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    *&@#%

    Immense, dude.  You've quite clearly beeen doing loadsa work.

    -Insane
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