Ns_nautica

MechaMecha Join Date: 2002-05-01 Member: 564Members
<div class="IPBDescription">New map started: screens inside</div>Here's a couple of screens of a map I just started, I do not really expect anyone to critique it as there is not that much to see. I will post more when I have them.

Here's shot no. 1

Comments

  • MechaMecha Join Date: 2002-05-01 Member: 564Members
    Here's no. 2 sorry that the screenies look a bit faded, it looks nice and vibrant in game.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    looks really good mecha, and i love your sig <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • GencideGencide Join Date: 2002-05-30 Member: 698Members
    Looks very good. By the name, Is this going to be an installation underwater? If so, sounds like a killer idea. Nice textures, and I don't think they look too faded.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Hey, those textures you made came out really well in-game! Also, if you're using an env_gamma entity (which, with those colors, you SHOULD be), there's a formula around here somewhere to calculate what sort of gamma adjustment (or brightness, or curves, or whatever) to use to get closer to in-game levels.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Very nice! It reminds me of the level "SpaceApe" was creating. (Where'd he go anyways?) That's a good thing in my eyes. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Keep it up, awesome.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Those textures came out really well.  One suggestion:  you only have that one visible light source, and it seems to have a cone of light (which is good), yet it also seems to be lighting up most of that room.  I'd suggest making it a spot light, rather than a texture or point light (whichever one it is now).  I'd expect to see a large bright spot under the light.
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    is good, the brushwork and especially the texturing, the custom tex are good, also you0ve aligned them in a damned good way!! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    we'll expect the title explanation and some infestation <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    those textures look good, Greedo handeled the lighting part d:), only thing that bothers me is that you used the same texture for your cieling as for your floor. And another broken floor? It strikes me alot of maps seem to have thsoe broken floors, I think Merkaba was the first tho (don't shoot me if I'm wrong d:D)
    [OT]
    Your sig reminds me of the world demise CD cover by Obituary
  • MechaMecha Join Date: 2002-05-01 Member: 564Members
    Actually, I got the inspiration for the floor from Blueshift. The lighting is a light spot, I think I'll change it so its cone is a little smaller. I actually have got an env_gamma in the map already, and it is set to 1.7, the only reason the screens look odd is because the map is really dark and I had to plus 15 to the brightness and contrast in PS. It looks really good [and dark] in game however. The ceiling texture is temporary as I have yet to think of what design would make a good match for the texture set.

    The name for the map comes from the fact that it is set approximately a kilometer under the water on an ice-covered planet. The map is situated in the yet to be named power plant that supplies power to the under water mines surrounding the area. The power comes from a simple geothermic system where water is pumped down in towards the center of the planet, where it heats up, turns into steam and comes back up through another pipe, the steam then powers a turbine. This should lead to some nice atmospheric effects and some interesting areas in the map. The map will have four main areas in it, these being power generation, atmospherics, crew and storage areas and transformer areas. Three of these areas will have hives in them. The map is built half inside out half outside the surrounding rock features and cliffs [keeping r_speeds lower] and that's about it, I have made a layout, which I may post at some point. So that's the background to my map.

    whew <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> that was a big post <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Mecha, I'd try playing around with some of the ZHLT fade and falloff values on that, now that I think about it and see Greedo's comment. Either that or run a couple fewer -bounce passes, depending on how many you're using. Check the ZHLT documentation if you're not familiar with the fade/falloff settings. You might have to add them manually to the entity.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    wow, those custom textures look really good ingame, any chance of releasing them to fellow mappers?
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    Wow, that looks really cool! I don't think you could change much to make it look better.

    Btw Black Wolf, he did release the textures, in the artwork forum.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    erm, he didnt strictly release them, he just showed them and asked for input, so i wasnt as presumptuous to think i could just take them and use them.
  • PremaPrema Join Date: 2002-05-11 Member: 598Members
    great!... it looks like a part of RedFaction, ...
    textures are nice and with less gamma it will looks really scary. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    awsome texturing!  its needs some more light sources and env_gamma!
  • MechaMecha Join Date: 2002-05-01 Member: 564Members
    I'm quite happy to make my textures available to the public, but I havn't got the capabilities to host them. So if you know somewhere where I can host them, that would be usefull. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    As I said earlier, I also need some inspiration on what a suitable cieling texture might look like. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • FusionFusion Join Date: 2002-06-16 Member: 784Members
    In my own opinion, I think the ceiling texture looks fine. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • CyonProCyonPro Join Date: 2002-02-02 Member: 154Members
    Mecha, I can host them.... how big is the .wad file?

    Just e-mail me at cyonpro@yahoo.com
  • MechaMecha Join Date: 2002-05-01 Member: 564Members
    Hmmm, well it's a bit late, I recently suffered a HD crash and I lost all my work. However I started work on re-doing all the textures, I and I'm close to where I was before. The wad is around 2MB so when I complete it I'll send it to you.
  • CyonProCyonPro Join Date: 2002-02-02 Member: 154Members
    Argh, that is a hard thing to have happen to a mapping project.... I've had HD reformats set back various mapping projects twice in the past. Not fun.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Eck... Good luck getting back on track with things. Good thing you're not the type that would give up at that point... restarting from scratch is one of the most frustrating things in something artistic. At least for me... :/
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