Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsMembers, NS2 Playtester, Squad Five BlueJoin Date: 2003-05-13Member: 16271Posts: 15,782Advanced user
edited May 2005
QUOTE (carioca @ May 13 2005, 04:32 AM)
where is the hive? could flash on the hive or point in the image?
QUOTE (BlackAdder @ May 13 2005, 12:09 AM)
u can't see the hive on this one but it's on the right
Btw BlackAdder, did you gamma correct this screenshot, cause them seem awefull dark. Have a look in the mapping faq if you don't know how to do this. I would break up the floor with some grating, put pipes/lights or both under them. That would make it look a whole lot more interesting.
Guardian of the "magic cookiejar"
Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting
i m choicing some texture to my ns map so i start trying make a hive. i dont palve the light source yet but is a wip hive i take only 2 days almost 12 hours to make it.
seriously, I dont like the textures bcause they doesnt fit the other sets. but they perfectly fit to each other. the clear style looks different to all ns maps out there but in a positive way. just place some colored lights and you have a pretty nice hiveroom, carioca
where is the hive? could flash on the hive or point in the image?
QUOTE (BlackAdder @ May 13 2005, 12:09 AM)
u can't see the hive on this one but it's on the right
Btw BlackAdder, did you gamma correct this screenshot, cause them seem awefull dark. Have a look in the mapping faq if you don't know how to do this. I would break up the floor with some grating, put pipes/lights or both under them. That would make it look a whole lot more interesting.
thnx for the advice, that was the eason i posted it here becaus i didn't know how to make it look better
layout with text by text function. and some screenshoots about lightining details.
i try some times about lighting up the room because. At this moment they look strange. i keep trying find a way to include in my stucture a better way to bring light.
I quite like those lights, carioca. You can do a fair bit of variation with them:
- Put them on stands - Embed them into the corners of corridors/walls - Put them at the top and bottom of thin pillars (or space them at regular intervals) - Turn them 90 degrees to the horizontal and line them along the ceiling with a power conduit linking them
I actually wish I'd come up with the design myself
the organic felling and the pre_build felling function stuff doenst have pace to edit include light not yet in my mind. i will try include some power cables to it.
Something I mapped from boredom when my connection was down.
Looks nice, but those screens are far too bright, PLEASE tone them down. Also the upper walls (with the metal X support texture) looks out of place. Maybe extend those metal bars to the ceiling and make a light fitting with those as a base.
In-game the computer screens look okay, it's my dodgy gamma correction method I do with paint shop pro. I am currently looking in to the 'X' walls being made more interesting and make that area fit in with the rest of the area.
Ok good about the wall thing, but about the screens. If co_serenity_b2 is what the screens actually look like for this map, then you really need to fix that. Also just do the gamma correction method everyone does, its pretty much exact.
Purdy == Pretty ? from Somerset to English. you wanna mean this: "Pleasing or attractive in a graceful or delicate way..." or "Ostensibly or superficially attractive but lacking substance or conviction..."
you could use more yellow orange lights or blue in trade of some that white lights. your set of texture is good but some brush work is need at boton walls and arcs.
MoconnorMembersJoin Date: 2002-07-26Member: 1004Posts: 579Fully active user
Carioca: Your first screenshot looks quite nice, The textures seem to go nicely together. Your next two pctures of the hive, maybe add some secondary lights,with a bit of red or blue.Your mapping skills are coming along very well;)
Smokeybeef: Thats some very good mapping for a first time mapper. You seem to have the hang of texture alignment aswell, good going. Like carioca said. add a bit of coloured light. Also add some different textures that are also a different colour than the ones you are using atm, Its all very silver/grey at the moment. There is some dark spots smokey but nothing I would change, a bit of darkness ina map is not that bad. So far very good work, keep it up._
While to tell the truth, the monitor I'm viewing on is as dark as the deepest pits of Hell itself, what I can see of your work easily justifies my words when I say:
Winding Stairs(and glass windows when i've finishedished the room)
You might want to 'fit' that texture on top of the box. Otherwise it's a very good first map. You just might want to play around with the lighting for a bit, try something other than white. A little red and blue here and there could be a whole improvement.
Comments
Been waiting for someone to say that, but they are just so damn cute.
Not nearly as cute as Yuzuyu from Aishiteruze Baby
To make it looks more like glass use a value between 30-90 and set it to additive. The darker the room the higher the FX value, works perfectly...
Lovely room for sneaky skulks hiding under that ramp.
Guardian of the "magic cookiejar"
Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting
u can't see the hive on this one but it's on the right
could flash on the hive or point in the image?
http://img187.exs.cx/img187/3970/cobattery50e108bq.jpg
could flash on the hive or point in the image?
Btw BlackAdder, did you gamma correct this screenshot, cause them seem awefull dark. Have a look in the mapping faq if you don't know how to do this.
I would break up the floor with some grating, put pipes/lights or both under them. That would make it look a whole lot more interesting.
Guardian of the "magic cookiejar"
Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting
i m choicing some texture to my ns map so i start trying make a hive.
i dont palve the light source yet but is a wip hive i take only 2 days almost 12 hours to make it.
seriously, I dont like the textures bcause they doesnt fit the other sets. but they perfectly fit to each other. the clear style looks different to all ns maps out there but in a positive way. just place some colored lights and you have a pretty nice hiveroom, carioca
Give custom maps a chance!
i'm searching a name for my drill hive and i dont know how to call my map.
clean layout with out names
original layout with names.
http://img187.exs.cx/img187/3970/cobattery50e108bq.jpg
could flash on the hive or point in the image?
Btw BlackAdder, did you gamma correct this screenshot, cause them seem awefull dark. Have a look in the mapping faq if you don't know how to do this.
I would break up the floor with some grating, put pipes/lights or both under them. That would make it look a whole lot more interesting.
thnx for the advice, that was the eason i posted it here becaus i didn't know how to make it look better
and i didn't gamma correct.
layout with text by text function.
and some screenshoots about lightining details.
i try some times about lighting up the room because.
At this moment they look strange.
i keep trying find a way to include in my stucture a better way to bring light.
http://img187.exs.cx/img187/3970/cobattery50e108bq.jpg
- Put them on stands
- Embed them into the corners of corridors/walls
- Put them at the top and bottom of thin pillars (or space them at regular intervals)
- Turn them 90 degrees to the horizontal and line them along the ceiling with a power conduit linking them
I actually wish I'd come up with the design myself
the organic felling and the pre_build felling function stuff doenst have pace to edit include light not yet in my mind.
i will try include some power cables to it.
http://img187.exs.cx/img187/3970/cobattery50e108bq.jpg
i mean the lighting
and added some other stuff.
from the same spot as the previous screen shot
this is where u enter the hive if u walk there strait from rine start.
this is a little bit closer to the hive, the cart is a broken automatic cargo transport cart.
looking at the hive room from the ceiling
Looks nice, but those screens are far too bright, PLEASE tone them down. Also the upper walls (with the metal X support texture) looks out of place. Maybe extend those metal bars to the ceiling and make a light fitting with those as a base.
working light is now more warm orange and a silver one in the ceiling.
i will start check a better texture for the ceiling beams.
http://img187.exs.cx/img187/3970/cobattery50e108bq.jpg
I sense a custom title right there...
Purdy == Pretty ? from Somerset to English.
you wanna mean this:
"Pleasing or attractive in a graceful or delicate way..."
or
"Ostensibly or superficially attractive but lacking substance or conviction..."
both from dictionary.com
http://img187.exs.cx/img187/3970/cobattery50e108bq.jpg
That's redneck for pretty...
I sense a custom title right there...
http://img187.exs.cx/img187/3970/cobattery50e108bq.jpg
Started making a CO map, not got much to show (few hours work).
Let me know what you think i'm doing right/wrong please so I know whether its worth continuing
screenies only showing some of what i've done so far (couldnt be bothered with the rest yet)
Some Corridor
Winding Stairs(and glass windows when i've finishedished the room)
Half of Marine Start
Other Half (with cc)
Note: I am aware of dark spots I'll be adding more lights to them shortly.
Thanks, Smokeh
you could use more yellow orange lights or blue in trade of some that white lights.
your set of texture is good but some brush work is need at boton walls and arcs.
http://img187.exs.cx/img187/3970/cobattery50e108bq.jpg
Smokeybeef: Thats some very good mapping for a first time mapper. You seem to have the hang of texture alignment aswell, good going. Like carioca said. add a bit of coloured light. Also add some different textures that are also a different colour than the ones you are using atm, Its all very silver/grey at the moment.
There is some dark spots smokey but nothing I would change, a bit of darkness ina map is not that bad.
So far very good work, keep it up._
Smokey, I like your style, bwoi!
You might want to 'fit' that texture on top of the box. Otherwise it's a very good first map. You just might want to play around with the lighting for a bit, try something other than white. A little red and blue here and there could be a whole improvement.
Radiant is fun. >_>
yumy warm metal.
http://img187.exs.cx/img187/3970/cobattery50e108bq.jpg