Ns_naide

DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
<div class="IPBDescription">?-Station located in a snowy landscap</div> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> My first post!:
Here comes the first pictures from a map I'm working on right now. The name's ns_Naide, and it's a serious map with a quite different design...I don't want to give out too much details, but I can say that welders will be very helpful for the marines. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Naah...here come's the interesting stuff(pictures):



<span style='font-size:8pt;line-height:100%'>BTW: Sorry for my far-from-perfect english</span>

Comments

  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    #2
    Note: The rock-texture will probably be replaced.
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    #4
    One of the corridors that leads from the Marine-start.
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    #5
    (It looks brighter ingame)
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    #6
    A big room... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    #8
    The last one, phew.
    So, what do you think?
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    not very much to see <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> but i think your brushwork could improve.. post a lay-out ( if you have one <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
    ... lightning is O.K.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    wow! nice work! I like the "big room" the best <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    it looks good but again the lighting is a bit bland.
    but looks pretty good
  • 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--confused!+May 9 2003, 06:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (confused! @ May 9 2003, 06:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it looks good but again the lighting is a bit bland.
    but looks pretty good <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I agree, you need to work a little in the lighting
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    edited May 2003
    Very nice teasers, but small pictures and no information make it hard to make comments about specifics.

    You may want to look at <a href='http://www.box7.co.uk/ns/v_wad.zip' target='_blank'>v_wad.wad</a> for rock and other misc textures for that set.
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    The thing that strikes me the most is the lack of overlays - your light textures are all fullbright, including the trim around the light itself, which looks ugly, and is why people use overlays in the first place. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Architecture is on the right track but could certainly stand to be a little more detailed - I'm guessing you have some elbow room in the w_poly department. Texturing is nice, considering what a non-texture-artist NS mapper has to work with.. it's a shame we have so few NS texture sets. The pink lab textures and the v_wad textures you're using (also seen in ns_nancy) are really the only good sets available (and I've spent a considerable amount of time scouring the web for other texture packs that would fit in ns - there are some great texture packs, but they all have way too much of a rounded, shiny, UT / Quake feel).

    As my theater teachers seem to perpetually say to everyone, "Great start. Go further."

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    <!--QuoteBegin--Fam+May 9 2003, 01:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fam @ May 9 2003, 01:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Very nice teasers, but small pictures and no information make it hard to make comments about specifics.

    You may want to look at <a href='http://www.box7.co.uk/ns/v_wad.zip' target='_blank'>v_wad.wad</a> for rock and other misc textures for that set. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Ohh! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    Great wad. I will definately use some of the textures(and offcourse give credit).

    I will post more, and bigger, pictures as soon as I have fixed some things and perhaps edited the lightning and more.

    Anyway, thanks for the feedback.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    Pretty interesting architecture, very sci fi, looks like a ship =) or a facility, my only cons is that it doesnt have any lighting contrast at all, so if you just get that done u got teh bomb =)
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    #6 is the only screenshot that does the map justice.

    That said, it looks like you used the exact same wall texture throughtout the map, or it's somthing very similar to that. It could very well get repeditive.
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    Here comes two(2) bigger and better pictures from the "big room"(with a new rock-texture and som edited light). Enjoy! <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    That pic is excellent... I want the ability to make rooms like that...
  • exoityexoity Join Date: 2003-03-17 Member: 14620Members, NS1 Playtester, Constellation
    You need work on lighting. Other then that is looks like a good map that I will play =)
  • BlackSeerBlackSeer Join Date: 2002-11-01 Member: 2204Members
    edited May 2003
    Love that white text <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Well except the lightning I can't see anything that really need more work. Maybe the orange/red lights in the middle, stick out when the blue light come into play. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited May 2003
    I'm going to strongly disagree with every seemingly bandwagon "lighting needs work" post here, as I think that's what you've really done right here. I'll refer back just to these last two shots, since they show the most:

    First off, things are functionally bright. You need to be able to see, and contrary to what some people on these forums may tell you, pitch blackness is <b>not</b> ambience. Next are the colors. Colored lighting is incredibly easy to overuse and overdo - what works and what doesn't is entirely on a case-by-case basis. In this case, the colors don't create a random rainbow of colors, nor do they wash each other out into a more bland color. Each color is very clearly defined and comes from a clear source. You've got excellent contrast between the main lights on the walkway ( the bluish/white color scheme as well as the orangish yellow in the foreground) and the side areas with the soft red, which looks really great as it fades out on those angled supports coming up on each side. That's not to say there's not room for improvement in the lighting - there's room for improvement in anything if you look hard enough anyway - but I don't think it's the problem others are making it out to be. One thing I would immediately comment on is the total number of light sources - You might be able to simplify that a bit without taking anything out of the appearance of the lighting itself.

    Your architecture is really solid, and I like the texturing job. Very clean work, but naturally so. That holds true for the older shots as well as the newer ones.

    All in all, things are looking really great. If you can keep this up with a solid layout and good game flow, I think you've got a real winner. Best of luck on that. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I noticed the other maps in your signature. You have an online portfolio somewhere? I'd be interested to see what else you've done. The map on the left in your sig looks pretty good from what little I can see. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    Thank you very much for the nice feedback! I'm really happy to hear that someone liked it, and it have given me inspiration to continue.

    Unfortunately I don't have an online-portfolio(I'm working on one, but haven't had time to finish), but the map in my signature is for Counter-Strike and is called de_Wort. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> For more and bigger pictures go to <a href='http://forum.leveldesign.nu/showthread.php?s=&threadid=2397' target='_blank'>this</a> thread in a swedish-mapper-forum. I have also made an improved version of the map(<a href='http://www.r60.org/de_r60_wort.zip' target='_blank'>de_r60_wort</a>), that's currently played in a swedish-CS-league. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Pretty nice - definitely have come a long way since then, but shows some solid construction. One thing I do notice about that map that I would turn back on this one is the scale - the players look incredibly tiny in your CS map - I'm curious what the scale is like in this area you've got in the two most recent screens.

    Scale's damn tough to get right, but if you can pull it off, it's one of the things that will draw people even more into the atmosphere, whether they realize it or not.
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    edited May 2003
    Yeah, you feel like an ant when you play that cs-map. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    But I think done a better job with this map. Here comes one picture from the "big room" with the different models in it(I just realised that maybe the ceilings a bit high after all?):
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    ...and here's one from a corridor. I've tried to keep the ceiling low, but high enough that onos and marines who goes through phase gates should not get stuck.
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    One or two rooms with high ceilings can be okay... as long as the space is efficiantly used (big EMPTY rooms suck. I've seen too many big empty rooms in some custom maps... but think about Triad in Eclipse. Really tall ceilings, big room... but it still FEELS cramped, by the way he filled that space.

    For the "Big Room" I think you've filled the space <i>fairly</i> well. You could stand to add some more details, or decrease the scale slightly, but overall, not bad at all. I'm with KungFuSquirrel in thinking that your lighting isn't half bad at all, and I do like most of your archetecture, and love certain bits.

    For that hallway you've got posted there, you could stand to lower the ceiling a little, in order to make it feel more cramped. Cramped in NS is good... claustrophobia does add atmosphere. And besides, if things aren't cramped, aliens don't have a chance. I think you were trying for the cramped feel there, but the ceiling could really be lowered.

    As for the first batch of pics you had earlier, they're too small to get a real feel for what they depict, but for what I can see (not much) they look like a great start.
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