Yet another ns_test update!
DOOManiac
Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
<div class="IPBDescription">Perhaps i should stop posting these?</div>I added a few new things to the map so I thought I'd post a few progress shots to get people's opinions on things :)
Added a lot more to the sewer system, added a warehouse (1 of 2, they are gonna be kinda symetric, right next to each other), got some lighting looking GOOD in some areas, and other misc things :)
<img src="http://members.cox.net/doomaniac/ns_test/ns_test0000.jpg" border="0">
weldable hatch to get into the sewer. I'm really gonna use the weldables w/ the sewer reign as that's the ONLY way for marines to get down there. bobs can go over a few fences though, hehe.
<img src="http://members.cox.net/doomaniac/ns_test/ns_test0001.jpg" border="0">
the hive room is now a lot darker :p perhaps a little too dark. i think i'll put some spotlights shining directly onto the hive so n00b marines don't miss it.
<img src="http://members.cox.net/doomaniac/ns_test/ns_test0002.jpg" border="0">
red light around doors = doors that won't work. green light = take a good guess
<img src="http://members.cox.net/doomaniac/ns_test/ns_test0003.jpg" border="0">
another better-but-still-by-no-means-perfect shot of the piston room.
<img src="http://members.cox.net/doomaniac/ns_test/ns_test0004.jpg" border="0">
another shot of the same
<img src="http://members.cox.net/doomaniac/ns_test/ns_test0005.jpg" border="0">
shot of the still undetailed warehouse on the ground as a bob.
<img src="http://members.cox.net/doomaniac/ns_test/ns_test0006.jpg" border="0">
<img src="http://members.cox.net/doomaniac/ns_test/ns_test0007.jpg" border="0">
I really, really like how this door came out. It is wpoly so it blocks off Warehouse B (which you'll have to get to from vents or the control room to the left), and it justs leet. like a level5 was trying to mate with it or something ;)
<img src="http://members.cox.net/doomaniac/ns_test/ns_test0008.jpg" border="0">
1/4 of warehouse from above, commander view
<img src="http://members.cox.net/doomaniac/ns_test/ns_test0009.jpg" border="0">
piston room from above
the warehouse is quite big and open, but so far it is only 300wpoly. which is good cause i gotta add every mappers favorite thing in the world: CRATES! Yes sir no map is complete without a warehouse gob full of crates!
As always, comments are appreciated.
Added a lot more to the sewer system, added a warehouse (1 of 2, they are gonna be kinda symetric, right next to each other), got some lighting looking GOOD in some areas, and other misc things :)
<img src="http://members.cox.net/doomaniac/ns_test/ns_test0000.jpg" border="0">
weldable hatch to get into the sewer. I'm really gonna use the weldables w/ the sewer reign as that's the ONLY way for marines to get down there. bobs can go over a few fences though, hehe.
<img src="http://members.cox.net/doomaniac/ns_test/ns_test0001.jpg" border="0">
the hive room is now a lot darker :p perhaps a little too dark. i think i'll put some spotlights shining directly onto the hive so n00b marines don't miss it.
<img src="http://members.cox.net/doomaniac/ns_test/ns_test0002.jpg" border="0">
red light around doors = doors that won't work. green light = take a good guess
<img src="http://members.cox.net/doomaniac/ns_test/ns_test0003.jpg" border="0">
another better-but-still-by-no-means-perfect shot of the piston room.
<img src="http://members.cox.net/doomaniac/ns_test/ns_test0004.jpg" border="0">
another shot of the same
<img src="http://members.cox.net/doomaniac/ns_test/ns_test0005.jpg" border="0">
shot of the still undetailed warehouse on the ground as a bob.
<img src="http://members.cox.net/doomaniac/ns_test/ns_test0006.jpg" border="0">
<img src="http://members.cox.net/doomaniac/ns_test/ns_test0007.jpg" border="0">
I really, really like how this door came out. It is wpoly so it blocks off Warehouse B (which you'll have to get to from vents or the control room to the left), and it justs leet. like a level5 was trying to mate with it or something ;)
<img src="http://members.cox.net/doomaniac/ns_test/ns_test0008.jpg" border="0">
1/4 of warehouse from above, commander view
<img src="http://members.cox.net/doomaniac/ns_test/ns_test0009.jpg" border="0">
piston room from above
the warehouse is quite big and open, but so far it is only 300wpoly. which is good cause i gotta add every mappers favorite thing in the world: CRATES! Yes sir no map is complete without a warehouse gob full of crates!
As always, comments are appreciated.
Comments
I don't remember you asking for permission to use my diagonal floor plating texture...
I don't remember you asking for permission to use my diagonal floor plating texture...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
sorry yama, I assumed that all the wads that came with the game were up for grabs, just like in every other mod. I'll remove all of your textures asap.
You should probably use wadinclude in the future if you don't want people using your textures, as most will assume that any texture wad taht comes with NS is okay to use...
I don't remember you asking for permission to use my diagonal floor plating texture...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
well if you dont want people using your textures then use wadinclude and make sure you keep the wad out of the next build.
Ok, here's how I see it.. I understand the defensiveness on both sides. Yama, sees one of his texture that he <i>did not release to the public</i> used in someone elses map... used by someone whom he did not give permission to use. His own artwork... property. That is an understandable reason to get a tad annoyed. A smile or nicer phrasing of the statement would have made things better... But hell, I wouldn't feel like smiling if someone took my work without asking though. It simply would have been better... not saying it's expected.
As for DOOM... I can totally understand his standpoint too... He was obviously unaware that those textures were not public property. He's seen yama's textures in other maps, so why would he assume that he needed to ask? <b>Truth is,</b> he certainly should have asked before using them, but I really don't see him as a bad-guy for not immediately assuming he should do so. Especially considering that the textures are used in other maps (one map?) besides penumbra. It wasn't right that he took them without permission... but it's no reason to make him feel like an #######. Tone is everything.
Whatever, I guess... I'll leave it at that.
If everyone would stop posting about it, and if Yama and DOOM would take it to a PM then this thread could get back on track. I ask that we do not speak about this, in this thread. The purpose of this thread was for DOOM to get feedback on this maps, not to cause an argument.
DOOM --
In your hive, I love those green lights behind it. However, the room is a constant green -- maybe some white spot lights on the walls could break that up? I also don’t think that you should have a direct light on the hive, because if that were to really happen an alien, like bob or blinky, would go destroy that light. I have never been a fan of well-lit hive rooms.
Pic 4&5: I am loving it now, with all the aligned textures, etc but like your hive room I feel this room is all one color. I suggest something to break that up, more lighting contrast.
Your warehouse: Very nice looking, and under 300 poly, eh? /me hands DOOM a trophy. You say it is not detailed, but I really like it. It is the perfect place for a base <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> And yes, I agree, that door does look like a level 5 tried to ram through it -- very well done.
<span style='color:black'>The cow says, Moo.</span>
Yeah I realize that right now my lighting is right between "terrible" and "still playing Daikatana, eh?". heh. I'm not used to doing colors, and its something that I never even notice when playing other maps (in any game), so I'm not really sure how to go about breaking the light up steve. i feel like such a n00b. heh.
Doom, nice architecture, and I love that weirdy glass pane in the oval room. I'm not sure if those cuts will be good or bad later on as far as r_speeds, but it looks damn nice!
Well, the good thing is your arnt a n00b <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> To break up the color you could have a few white light spots that hit the ground, or the walls -- that would do very nicly. However, that is not the only way. I have not seen you have any particle effects in your map -- that is an execellent way to break up the color! Some white fog rising from under the hive would sure add to the room, r_speed willing.