Which shouldn't have happened at all. We shouldn't be taking it personally if someone doesn't listen to our advice...
I know that I personally map for the sheer enjoyment of creation and art, if somebody gives me advice that goes against the very reason why I choose to map I most likely wont listen (ie telling me to do something in a boring or painstaking manner merely for the sake of completeness). Everyone has their reasons for being here, and no matter what that reason is we should respect them for it...
However there are two sides to every coin, and if you aren't planning on following the advice given to you, it's highly advisable to tell people why you have chosen to ignore their suggestions...
...my first map since DukeNukem3d (and even then I only made like 2 simple ones)... these are pictures from my pretty much completed "bridge" deck which is 1 of 5 decks... still some things to fix like textures, maybe add more stuff to make it look more full, add vents and another elevator, etc. The name of it right now is co_battlecruiser but I've decided that name is crap but I don't have another name for it at the moment. <img src='http://gallery.silicon.wack.us/albums/nsmap/co_battlecruiser0000.jpg' border='0' alt='user posted image' /> <img src='http://gallery.silicon.wack.us/albums/nsmap/co_battlecruiser0001.jpg' border='0' alt='user posted image' /> <img src='http://gallery.silicon.wack.us/albums/nsmap/co_battlecruiser0002.jpg' border='0' alt='user posted image' />
Thx for the input guys, I'll try changing the texture a bit in the area in the third to last <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->, peace.
BTW, silicon try putting normal lights with a brightness of 25-50 right underneath the light brushes to give it the appearance of the light actually being on <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
I'll have updates on co_tech soon, it's 63% done... (guesstimate). Hopefully you guys will be playing this map online when it's completed. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<!--QuoteBegin-Revenge+Feb 12 2004, 08:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Feb 12 2004, 08:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Which shouldn't have happened at all. We shouldn't be taking it personally if someone doesn't listen to our advice...
I know that I personally map for the sheer enjoyment of creation and art, if somebody gives me advice that goes against the very reason why I choose to map I most likely wont listen (ie telling me to do something in a boring or painstaking manner merely for the sake of completeness). Everyone has their reasons for being here, and no matter what that reason is we should respect them for it...
However there are two sides to every coin, and if you aren't planning on following the advice given to you, it's highly advisable to tell people why you have chosen to ignore their suggestions... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I do level design just because I enjoy it. I know I'm criticle of my own work (therefore I don't release a lot even in screens) but I just enjoy attempting to create the worlds and ideas that are in my head. I think it's a really neat thing to be able to do. I am especially impressed with the better designers in the community (like KFS, Merkaba, Relic, Ken) who made the official maps which are just beautiful.
We shouldn't be flaming just because we don't care for what someone has made and we shouldn't go pout and be a jerk when someone criticizes are work. I know it sucks when someone doesn't like your work but just think when you fix what's wrong and people compliment it. It's a great feeling.
Edit: Forgive my misspellings. I'm just really tired tonight. I'm heading to bed right now.
well im about to start a release thread fro my ombat map, but i dont think a ready room pic belongs. I was stoked about it, the ultimate minmalist room. also many thatnks to brodin for his dice idea. any way i know its not usually what gets posted but i thought i would show yall how i got around language barriers. oh and ill post my map link when i get done here. enjoy edit: looking at the pic teh yellow thing is a surveilence camera fyi
I'm working on a double node area, but I'm having a mapper's block :-(. Any ideas? It's a room with two coolant tanks with two exits- One leads to some kind of loading bay and the other leads to a large pump.
What do you think of this one?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> Its been finish and has been played on but is only compiled for V2. Its not actually mine, i just want to know what you think. Kalessin made this map over about 6 to 12 months cant really be sure how long.
Shot showing off the "Surface Umbilical" just out side MS. Figured it was a better name than "Room with Pipes". I know it came out pretty dark but I thought it might be nice to have a few darker rooms to contrast with more 'tech' rooms. If it's too dark I can add a bit more light. (2/2)
Edit: I need to fix the light coming off the monitors but I'll still have about the same ammount of light. I just need to put in an overlay so that the monitor looks more uniform.
where can i add lights?On the left side there will be an entrance/exit to the marine start
the r speeds are max 150 <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> whats the max i should be aiming for in a marine start?
EDIT: I know its boxy - before you say <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
KFDM: The lighting is pretty bland, but other than that, nice work.
Wangler: Well, your r_speeds should never exceed 750, and in commander mode 1000. Needs more details on the walls still. They are way too flat. Also, the lighting is quite bland here. Add some more colored lighting, a bit of blue and green maybe.
<!--QuoteBegin-ShdwStal+Feb 14 2004, 08:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ Feb 14 2004, 08:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> KFDM: The lighting is pretty bland, but other than that, nice work. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I didn't think it was too bland although maybe the screenshots just came out more bland. Any suggestions for improvement? It's a lot more helpful to comment then make a suggestion instead of just saying it's bland.
In the first pic, I think there's not enough contrast between the shadows and the light. Also, I think it could use a bit more color. More red and blue would be great, maybe even a bit of yellow at places. Also, do those monitors use tex lighting?
Second pic: It's kinda dark, so I suggest maybe a few lights to bring out the pipes, and then on that flat trim above the monitors, perhaps texture that in some light texture. Experiment with a few spotlights on the floor, perhaps.
Hope that helps. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Thanks, that helps a lot <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
just a little pic before i release <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<!--QuoteBegin-Moconnor100+Feb 14 2004, 03:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Moconnor100 @ Feb 14 2004, 03:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> just a little pic before i release <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> VERY nice, love the apt team join entrances.
When KungFuDiscoMonkey gets a bit bored and goes crazy with light_spot and colors
I have a red, green, blue, and yellow spot in there with a few white ones with a low brightness. If yall like it I might just keep it for the readyroom. It looks pretty neat ingame. BTW, the colors keep changing b/c I have the color spots set to flicker.
<!--QuoteBegin-Moconnor100+Feb 14 2004, 10:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Moconnor100 @ Feb 14 2004, 10:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> just a little pic before i release <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> That reminds me a room I was making for phobia that never made it into the map, heh.
What eventually will be the marine spawn of co_gothica. I decided i'd stick to making a co_ map until I get better at ns layouts. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Since I still did like the theme I had in the other version of gothica I went with it.... just a little revised. I'm still looking for lighting ideas. ATM most of the light comes from below those grates in the floor. Note the overuse of my <a href='http://www.unknownworlds.com/forums/index.php?showtopic=62287' target='_blank'>square texture sillyness</a> idea. The light below those grates uses it too. r_speeds are pretty high, mostly due to that square texture thing and some random line that just off center of my map. (no idea why but it cuts a lot of brushes and makes a ton more polies) Also has no doors to get anywhere atm, so r_speeds will get worse before they get better. They currently max at around 650.
I'm definitley looking for comments on this one. Please pm any that you have to me so we don't clog this thread with flaming responses to my uber noobninity.
Comments
amckern
I know that I personally map for the sheer enjoyment of creation and art, if somebody gives me advice that goes against the very reason why I choose to map I most likely wont listen (ie telling me to do something in a boring or painstaking manner merely for the sake of completeness). Everyone has their reasons for being here, and no matter what that reason is we should respect them for it...
However there are two sides to every coin, and if you aren't planning on following the advice given to you, it's highly advisable to tell people why you have chosen to ignore their suggestions...
these are pictures from my pretty much completed "bridge" deck which is 1 of 5 decks... still some things to fix like textures, maybe add more stuff to make it look more full, add vents and another elevator, etc. The name of it right now is co_battlecruiser but I've decided that name is crap but I don't have another name for it at the moment.
<img src='http://gallery.silicon.wack.us/albums/nsmap/co_battlecruiser0000.jpg' border='0' alt='user posted image' />
<img src='http://gallery.silicon.wack.us/albums/nsmap/co_battlecruiser0001.jpg' border='0' alt='user posted image' />
<img src='http://gallery.silicon.wack.us/albums/nsmap/co_battlecruiser0002.jpg' border='0' alt='user posted image' />
BTW, silicon try putting normal lights with a brightness of 25-50 right underneath the light brushes to give it the appearance of the light actually being on <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
I'll have updates on co_tech soon, it's 63% done... (guesstimate). Hopefully you guys will be playing this map online when it's completed. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I know that I personally map for the sheer enjoyment of creation and art, if somebody gives me advice that goes against the very reason why I choose to map I most likely wont listen (ie telling me to do something in a boring or painstaking manner merely for the sake of completeness). Everyone has their reasons for being here, and no matter what that reason is we should respect them for it...
However there are two sides to every coin, and if you aren't planning on following the advice given to you, it's highly advisable to tell people why you have chosen to ignore their suggestions... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I do level design just because I enjoy it. I know I'm criticle of my own work (therefore I don't release a lot even in screens) but I just enjoy attempting to create the worlds and ideas that are in my head. I think it's a really neat thing to be able to do. I am especially impressed with the better designers in the community (like KFS, Merkaba, Relic, Ken) who made the official maps which are just beautiful.
We shouldn't be flaming just because we don't care for what someone has made and we shouldn't go pout and be a jerk when someone criticizes are work. I know it sucks when someone doesn't like your work but just think when you fix what's wrong and people compliment it. It's a great feeling.
Edit: Forgive my misspellings. I'm just really tired tonight. I'm heading to bed right now.
enjoy
edit: looking at the pic teh yellow thing is a surveilence camera fyi
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=62672' target='_blank'>combat map thread</a>
It's a room with two coolant tanks with two exits- One leads to some kind of loading bay and the other leads to a large pump.
Its been finish and has been played on but is only compiled for V2.
Its not actually mine, i just want to know what you think. Kalessin made this map over about 6 to 12 months cant really be sure how long.
First shot showing off part of Marine Spawn. (1/2)
Edit: I need to fix the light coming off the monitors but I'll still have about the same ammount of light. I just need to put in an overlay so that the monitor looks more uniform.
<img src='http://130.236.229.149/PonY/NS%20map/19.jpg' border='0' alt='user posted image' />
where can i add lights?On the left side there will be an entrance/exit to the marine start
the r speeds are max 150 <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> whats the max i should be aiming for in a marine start?
Cheers <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
EDIT: I know its boxy - before you say <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Wangler: Well, your r_speeds should never exceed 750, and in commander mode 1000.
Needs more details on the walls still. They are way too flat. Also, the lighting is quite bland here. Add some more colored lighting, a bit of blue and green maybe.
I didn't think it was too bland although maybe the screenshots just came out more bland. Any suggestions for improvement? It's a lot more helpful to comment then make a suggestion instead of just saying it's bland.
In the first pic, I think there's not enough contrast between the shadows and the light. Also, I think it could use a bit more color. More red and blue would be great, maybe even a bit of yellow at places. Also, do those monitors use tex lighting?
Second pic: It's kinda dark, so I suggest maybe a few lights to bring out the pipes, and then on that flat trim above the monitors, perhaps texture that in some light texture. Experiment with a few spotlights on the floor, perhaps.
Hope that helps. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
VERY nice, love the apt team join entrances.
I have a red, green, blue, and yellow spot in there with a few white ones with a low brightness. If yall like it I might just keep it for the readyroom. It looks pretty neat ingame. BTW, the colors keep changing b/c I have the color spots set to flicker.
That reminds me a room I was making for phobia that never made it into the map, heh.
I'm definitley looking for comments on this one. Please pm any that you have to me so we don't clog this thread with flaming responses to my uber noobninity.
<a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/8.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_8.jpg' border='0' alt='user posted image' /></a>