Damn, PB. Your map is getting better all the time. The second hive shot you posted... blows me away. Greedo was right about the first hive. Would look great if it had some kinda particle system leaking off of the computer. I wouldn't bother too much with the "grey" lighting if I were you. It looks good, <i>it looks real</i>. Keep 'em coming <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
Awesome. Really is. And no, I don't think it's too bright. Great contrast too.
I think what you may be seeing as "too-bright-ness" is the constant color of the ceiling. The textures are nicely varied, but they all end up the same color. If I were you I'd add some darker textures (while still keeping some lighter ones) up there on the ceiling. It'll really add to the sense of contrast, and you'll see that it really isn't too bright at all. It'll just look better too. Just don't make it totally dark textured up there. Yeah...
Great job, keep it up. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
Don't mind the compression, but the circled area is what needs more contrasting texturing. Or at least something not so constantly colored.
Then this will be like... perfect. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
'Cold Storage' - there used to be alien models in these cryotubes, but I pulled them... once NS is out and I can put bobs and blinkies in these, then they'll go back in.
it's all really good,with a master chief like Ken that guide you into lightning you're done. i just see a smaaal thing that don't really matters but...in the first 2 shots on this page,where the pipes on the ceiling connect on those things...u used a texture i don't think fits too much,or simply is not very logical. Keep it up!! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
plague i think youve got a very unique maping style which i really like, im intersted in collaborating with you on a project of mine ,and im wondering if you would be interested, if yes, do you have icq or aol im, if you do plz post your sn/# and ill contact you asap.
Nope, neither. Not very fond of instant messaging these days. You can usually find me in the IRC channel, however; if not in #naturalselection then almost certainly in #bteg.
As for collaborations, I warn you, I'm very crochety about what I do <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
all the much better, the crochety part that is since i have no idea about mapping it would make sense that you do what ever the hell you think is right, #### you seem to be doin great right now so yeah, at any rate would it be too much of me to ask you to aquire a instant messanger as it would make contacting you all the less painfull for me, i think aim (aol instant messanger) would be the best solution as it is easy to use and quite reliable.
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
Bah, that's 2 maps just today that have running runway light effects. I knew I should have finished Veil as-is. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
It's KT's fault. I made mine because he was having trouble with his, and I wanted to see if I could duplicate the same error.
Liked it so much, I put the testmap entities in my map <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
1. Hangar/Landing Strip 2. Barracks area 3. Command Console 4. Airlock from surface 5. Observation Deck 6. Storage A & B 7. Lifts 1 & 2 8. Overhead Fans 9. Water Purification 10. Services Hive 11. Big Bubbly Column 12. Hangar Maintenance Access 13. CPU Hive 14. CPU Coolant Interchange 15. Cold Storage 16. Pop Up Video 17. More Big Pipes And Tanks 18. Whack A Mole 19. Big Orange Pipes
Obviously, there's a bit more work to do - I have to finish constructing the CPU hive and the last (Xeno Ops - not pictured, it's still off in its own little map) hive, and place it (above and to the right of the CPU Hive, I think) and add some more ventage connections. My plans call for 2 more resource nodes - =possibly= three.
Edit: And another entrance to the Marine Start, I know.
(Note on the scale- this layout pic is a little larger than the normal maximum allowable grid in HL [-4096 to 4096 x and y].)
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
That is... immense. I mean huge. It looks wonderful, but the appearence (and talk) of enormous maps like this has me a bit worried.
How is someone going to find their way around that thing? I mean, it may be obvious to you... but I wonder how it is going to feel to everyone else.
You might want to consider cutting back on a few of the rooms. I honestly think you'd be better off with something not so complex.
Other than that though, it looks amazing. Wonderful layout. I don't see any potential issues other than the sheer size. Or, just one thing: You've mentioned that you have plans of adding another passageway into the MS.. but I think that if you maybe link the CC and MS rooms together, that would be a bit less confusing for the first couple times it's played in. First impressions do make a difference. If a player can't find the CC right off the bat, he may give up and try something else. Sounds unrealistic, but it's true.
Great job on the overall layout of things! Wonderful.
Edit- The main problem with a huge layout like this is the massive amounts of hallways. Not necessarily rooms. Especially if they are all similar in appearence, you can easily get turned around or lost.
Re: Linking the CC and the MS - That's my current plan. I just haven't found an elegant method yet.
As for the complexity~~~
It looks more complex than it is. Sure, it has a lot of rooms, but a lot of them are, effectively, just really large and cluttered hallways (i.e. there's only one way in and one way out).
It's also got a handful of (very short) dead-ends terminating in nonfunctional doors, to simulate the effect that there's more rooms out there, you just can't =reach= them. A couple of these dead-ends are not actually dead-ends, as they've got flip-up panels in the floor allowing access to ventilation shafts.
Luckily, I still have a good deal of map resources remaining, as well. Barring any freakish events, this map will succeed.
Edit: In reply to your edit <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> Yes, that could be a problem. That's why I'm using two basic texture sets; the green walls, and the beige/pink walls. As you flow through the map, you go from one set to the next (and then to the infested version of the pink set). Combined with signs, hopefully it will not be a problem.
Comments
more screens now please. and make'm good baby!
I wouldn't bother too much with the "grey" lighting if I were you. It looks good, <i>it looks real</i>.
Keep 'em coming <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<img src="http://pwp.clearsource.net/sloyd/ns_olympus/halflife10.gif" border="0">
However...
I'm concerned it might be too bright.
There's some twisty corridory bits too, though.
I think what you may be seeing as "too-bright-ness" is the constant color of the ceiling. The textures are nicely varied, but they all end up the same color. If I were you I'd add some darker textures (while still keeping some lighter ones) up there on the ceiling. It'll really add to the sense of contrast, and you'll see that it really isn't too bright at all. It'll just look better too. Just don't make it totally dark textured up there. Yeah...
Great job, keep it up. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Then this will be like... perfect. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<!--EDIT|ken20banks|May 28 2002,17:06-->
<img src="http://pwp.clearsource.net/sloyd/ns_olympus/halflife0H.gif" border="0">
Reworked a section of my map this morning, this pair of linked rooms is right next door to my Services Hive.
<img src="http://pwp.clearsource.net/sloyd/ns_olympus/halflife0E.gif" border="0">
<img src="http://pwp.clearsource.net/sloyd/ns_olympus/halflife0F.gif" border="0">
'Cold Storage' - there used to be alien models in these cryotubes, but I pulled them... once NS is out and I can put bobs and blinkies in these, then they'll go back in.
Honestly can't find much of anything to criticize. I suppose this isn't much of a useful reply, but I really like what you've got going there.
i just see a smaaal thing that don't really matters but...in the first 2 shots on this page,where the pipes on the ceiling connect on those things...u used a texture i don't think fits too much,or simply is not very logical.
Keep it up!! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Gratuitous walking lights.
As for collaborations, I warn you, I'm very crochety about what I do <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
sincerly
Sam
/me looks for a new landing strip effect.
Liked it so much, I put the testmap entities in my map <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Just a friendly reminder, this board does provide private messaging for those subjects not relevant to everyone.
<img src="http://pwp.clearsource.net/sloyd/ns_olympus/layout.gif" border="0">
Key-
Green: Hives
Red: Resource Nodes
Blue: Marine Start
Purple: Commander Console start
1. Hangar/Landing Strip
2. Barracks area
3. Command Console
4. Airlock from surface
5. Observation Deck
6. Storage A & B
7. Lifts 1 & 2
8. Overhead Fans
9. Water Purification
10. Services Hive
11. Big Bubbly Column
12. Hangar Maintenance Access
13. CPU Hive
14. CPU Coolant Interchange
15. Cold Storage
16. Pop Up Video
17. More Big Pipes And Tanks
18. Whack A Mole
19. Big Orange Pipes
Obviously, there's a bit more work to do - I have to finish constructing the CPU hive and the last (Xeno Ops - not pictured, it's still off in its own little map) hive, and place it (above and to the right of the CPU Hive, I think) and add some more ventage connections. My plans call for 2 more resource nodes - =possibly= three.
Edit: And another entrance to the Marine Start, I know.
(Note on the scale- this layout pic is a little larger than the normal maximum allowable grid in HL [-4096 to 4096 x and y].)
How is someone going to find their way around that thing? I mean, it may be obvious to you... but I wonder how it is going to feel to everyone else.
You might want to consider cutting back on a few of the rooms. I honestly think you'd be better off with something not so complex.
Other than that though, it looks amazing. Wonderful layout. I don't see any potential issues other than the sheer size. Or, just one thing: You've mentioned that you have plans of adding another passageway into the MS.. but I think that if you maybe link the CC and MS rooms together, that would be a bit less confusing for the first couple times it's played in. First impressions do make a difference. If a player can't find the CC right off the bat, he may give up and try something else. Sounds unrealistic, but it's true.
Great job on the overall layout of things! Wonderful.
Edit- The main problem with a huge layout like this is the massive amounts of hallways. Not necessarily rooms. Especially if they are all similar in appearence, you can easily get turned around or lost.
<!--EDIT|ken20banks|June 06 2002,21:10-->
As for the complexity~~~
It looks more complex than it is. Sure, it has a lot of rooms, but a lot of them are, effectively, just really large and cluttered hallways (i.e. there's only one way in and one way out).
It's also got a handful of (very short) dead-ends terminating in nonfunctional doors, to simulate the effect that there's more rooms out there, you just can't =reach= them. A couple of these dead-ends are not actually dead-ends, as they've got flip-up panels in the floor allowing access to ventilation shafts.
Luckily, I still have a good deal of map resources remaining, as well. Barring any freakish events, this map will succeed.
Edit: In reply to your edit <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> Yes, that could be a problem. That's why I'm using two basic texture sets; the green walls, and the beige/pink walls. As you flow through the map, you go from one set to the next (and then to the infested version of the pink set). Combined with signs, hopefully it will not be a problem.
It's just asking for some steam/fog/drips...