Ns_pestilence

mazemastermazemaster Join Date: 2002-05-06 Member: 585Members
<div class="IPBDescription">resuming progress!</div> After an 8 month break due to real life and other mapping projects, ive decided that its time to resume construction of my ns map. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> what was previously unnamed is now called ns_pestilence.

feedback is appreciated!

Most of these screens are old, but i am resuming progress, so here goes:

(warning: mega-screenshots)
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_techcorridor3.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_bigroom1.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_aliencorridor2.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_curvyroom.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_techcorridor2.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_aliencorridor1.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_quadarch.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_techcorridor1.jpg' border='0' alt='user posted image'>

Comments

  • mazemastermazemaster Join Date: 2002-05-06 Member: 585Members
    More screenshots GO GO GO!
    <img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_alienunderground1.jpg' border='0' alt='user posted image'>
    <img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_generatorroom1.jpg' border='0' alt='user posted image'>
    <img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_hiveroom1.jpg' border='0' alt='user posted image'>
    <img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_sector2.jpg' border='0' alt='user posted image'>
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    the architecture looks awesome. The lighting seems a little bland though. How much gamma ramp are you using?
  • DoctorJuiceDoctorJuice Join Date: 2002-02-13 Member: 212Members, Constellation
    Interesting architecture. Not a big fan of the wall texture going all over the ceiling in teh second screenie
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    w00t , your architecture ownz .. but I will tell you , work on your texturing <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> it's kinda ugly <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    but your map is C00l ! keep up th4 g00d w0rk
  • BeRzErKeRBeRzErKeR Join Date: 2003-02-18 Member: 13691Members
    PWN!

    The architecture looks fantastic (especially love the infestation pillar thingy), but the lighting could be a little better. When are you planning to release this?
  • MazyMazy Join Date: 2002-07-27 Member: 1012Members
    I agree with the others, the architecture looks great but the lighting is sorta boring. Doesnt really seem like theres been done too much work on setting a cool mood with the lighting (maybe you're gonna do that later, i donno <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->).
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin--BeRzErKeR+Apr 20 2003, 11:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BeRzErKeR @ Apr 20 2003, 11:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The architecture looks fantastic (especially love the infestation pillar thingy), but the lighting could be a little better. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    /me nods (2)

    You should really redo the lighting
  • mazemastermazemaster Join Date: 2002-05-06 Member: 585Members
    So, it sounds like the common opinion is that the architecture is good, but the lighting and texturing needs work. I will work on this. I actually like the wall texture on ceiling thing in the 2nd pic, maybe you need to see it in game.

    Anyways, these screens are using no gamma ramp (1), since i havent really experimened that much with it. I think i may change it to 1.6.

    As for when i plan to release it, well, suffice it to say that when i was origionally building it, I was planning to try to get into ns 1.0. oops. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Yeah, well anyways, "when its done". Remember, I still have a lot of stuff to do. I'll probably completely redo the lighting and texturing at least a couple times until i get it the way i like it, and the layout may change depending on gameplay issues.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    w00t! Can't wait to see what will happen now your into NS mapping. As everyone says, that architecture pwns, and you also appear to have included your trademark concave pillar <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> .
    The texturing is obviously in preliminary stages, but as for the lighting try using less bounces (I find just 1 is enough for dark, atmospheric maps. If it still look too bright, tone down the intensity of the texlights. Env_gamma is also useful here (basically it controls contrast).
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    With the exception of the wall_lab on the ceiling, I think your texturing is pretty nice. A bit repetetive in places, but cohesive overall.

    And I absolutely *love* that big circular ceiling thing with the curving supports coming down...looks kinda spidery, actually. Or no, scratch that -- it looks like a gigantic res node. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    I suppose, same as everyone said, the lighting needs a bit of tweaking. But I think some more contrast in your texturing, especially in some of those very large rooms, could help a lot.
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    How are your r_speeds so far?

    Very nice Architecture.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i do really liek the arquitecture but light seems very basic. Maybe add more darkness to some spots and use a combination of colours to make it look....alive. Your combination of textures reminds me of the oldest Hera pics i saw. Nice work so far.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited April 2003
    Looks a lot like a `98 HLDM map, except with somewhat poorly aligned (at times) NS textures.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    To be a voice of dissent...

    Your *infestation* is good - very organic, very dangerous looking. Your accents - such as the circular pillar and those power-core-ish things - are pretty cool looking.

    Your overall architecture, however, is extremely boring. The abundance of 90-degree angles - especially between floor and wall - is overwhelming. Add accents - pipes, gratings, crates (yes, I just said "add crates), support pillars, ceiling struts... *anything* to break up the monotony. You also seem to only have three "kinds" of rooms: hallways, large high-ceilinged rooms, and large low/flat-ceilinged rooms. Make some rooms with low, complex ceilings. Make some very tall, narrow hallways with darkness shrouding the ceiling. Give your rooms a purpose - put a huge generator in one, or a series of storage lockers, or a bunch of mainframes... use your imagination, or borrow someone else's if you're stuck for ideas.

    I see you're trying to destroy the environment in places - holes in walls & floors, exposed electronics, etc. It's not convincing; a jagged hole in a sheet metal wall just doesn't work. *Break* the wall, don't just carve a piece out of it. If you want to pull something open to expose wiring, make it a logical thing to pull off - a panel or grating or something, in a regular shape. You can bend the piece itself if you like. Irregular entrances to a hive can be done, but should be irregular because of infestation, not because someone carved a weird triangular hole in a solid metal wall.

    Also, where are the elevation changes? Your first screenshot makes me cry - dull textures, 90 degree angles, flat lighting, and utterly flat - it could be Wolfenstein. Put ramps, staircases, elevators, ladders, Pits Of Horrendous D3wm ™, or anything. Look at NS_Nothing's Foreboding Antechamber (on the way to Power Silo), or NS_Eclipse's Triad Generators.

    Your texturing also needs a lot of work; mix it up, put some variety in. Texturing an entire room in a single texture will only serve to make your room look like it was textured as an afterthought (and confuse wallrunning skulks ^^).

    And, as some have said, your lighting needs help. It's all at one of two levels - comfortable, or alien-slaughteringly bright. Break a few lights (nice chance for particle effects), make others blink, give it some nice, dark areas. Again, take a look at NS_Nothing - ken's lighting is atmospheric like nothing else, and he doesn't even have as much darkness as some of the other official maps do.

    Sorry to be so critical; just trying to help this map improve. It's got potential, but it's also got a long way to go.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    WOW, i think every mapper here would love to have such an speech made about their map...

    /me wants one!!

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • mazemastermazemaster Join Date: 2002-05-06 Member: 585Members
    Wow, thanks for the critique. Everything you guys say makes me make my map better.
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