Some infestation work I did for co_ambeke: <img src='http://thezazi.net/images/ambeke/ambeke20004.jpg' border='0' alt='user posted image' /> <img src='http://thezazi.net/images/ambeke/ambeke20007.jpg' border='0' alt='user posted image' />
Nice work there zazi. I think some kind of steam particle system in those ceiling vents would be cool.... also could explain why the infestation didn't get to those areas.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Indeed zazi looking mighty fine <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> like the aliens have been there for quite a while with that thick infestation flesh on the walls (i like it) , and I really like those light crystals...
<span style='color:gray'>oh well I was going to post "official" screens (with 3 previews) of achio here but I don't want to spam your feedback so I'll post the previews in the achio thread instead</span>
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
I suspect Mr Ben started a trend with his infestation crystals <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I talked about freedoms story in my topic so i decided to show the landing-pad now. I love the sky! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
hm.. i got problem to send it in here!
<a href='http://www.nz-nexus.tk' target='_blank'>http://www.nz-nexus.tk</a> [go to screenshots section plz]
when u said what does precise do i take it u mean, in clip type?
-precise is the last line, if u dont wanna read thru it all
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Reduces the number of clipnodes and fixes the problem of "sticky corners". See xp-cagey.com/articles/clip_hull/ for details. Fix #1: Added edge analysis to bevelling of expanded brushes. The number of clipnodes might increase. Fix #2: Brush expansion without normalization. The number of clipnodes is decreased. The options are listed in the order of optimization: -legacy: If you want to use the new HLCSG for the speed improvement but want the old style clipping. -normalized: Fix #1 everywhere, fix #2 turned off. Some new clipnodes, some sticky corners, clipnodes could go up or down. -smallest: Fix #1 turned off, fix #2 everywhere. If you want to have the smallest possible number of clipnodes and don't mind some stickyness. -simple: Both fixes everywhere. Fewer clipnodes than precise. Will shift player models a few units upward on sloped floors but create fewer nodes. -precise: Fully optimised code. Some new clipnodes, no sticky corners. Both fixes on walls and ceilings.<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Making maps is a lot hard than I thought. Taking me forever to make a small co map: <img src='http://www.boomspeed.com/nirasawa/outlook.jpg' border='0' alt='user posted image' /> EDIT: Too many edits. I can't spell.
<!--QuoteBegin-Mendasp+Apr 4 2004, 08:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Apr 4 2004, 08:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Four pics of co_sava <!--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--> Looks good, Mendasp. But you could try to use something else than crates to block vis, infestation perhaps(if the area's close to the hive).
...and I think your avatar is going to kill me. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Well, I may remove the crates if I get to fix it with in an elegant way. The problem is that the way from there to the MS is almost straight, so there are obvious r_speeds problems... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
don't forget to set those bubble sprites to additive <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Here a first view on the rr of my new map ns_stromos This is the cryo section, where all joiners awake, then choosing their future <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
The stromos plays after the first encounter with the Kharaa so they always keep some rines in the fridge. and since the Stromos research station was experimenting with bacteria probes there are some more :9 well, enjoy.
pls don?t be so hard with me, im very new to mapping <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> (startet 3 days ago, no 3D experince)
and last but not least, the alien join <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
those are very good for your third day. my chief thing i might change is texture alignment. some of the faces look like you didnt get that done on them. im thinking of the crates on the elevator but by and large they look quite good. other than that you rlgihint could be tweaked a bit but hey its nt a biggie
Looking great Pepe <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->, you too Mendasp.
Alright, I'm finally ready to chime into this thread with some work of my own. These shots are from <b>co_yasha</b>, which used to be ns_yasha when I started working on it a year ago. But, I was overwhelmed at the time by the idea of finishing an entire NS-sized map, so I did the cop-out thing and settled for a combat map to start with, which I think I can handle. If this goes well, I'll move on and give ns_ a shot.
Brief bio: first started mapping for Rise of the Triad waaaaay back in the day (and this work represents, to this day, the majority of the hits I get from my name on Google, even though I must've been about 12 at the time); made a few single- and multi-player levels for Descent and Descent 2 (with the lovely DEVIL editor.. oh how I miss thee), tried my hand at Duke Nukem 3d (Build) briefly, and then stopped for about five years. I first started mapping for the HL engine about a year ago with some stabs at NS stuff, but stagnated, and now I'm back. I expect co_yasha will be my first completed map for any game since Duke 3d, so be nice.
Vanity aside, here are your shots; more can be found at <a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=403' target='_blank'>NS Mapping World</a>.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
edited April 2004
Really excellent stuff you've got there. Though not as flashy as a lot of the shots around here, you've definitely succeeded in making it a believable location, particularly in the first shot.
I think the area in the second shot needs some work to bring it up to par with the rest. The wall texture looks a bit awkward, and the rectalinear blue structure in the middle isn't convincing. Its hard to tell without being able to see the rest of the room, but the light in the upper right seems oddly placed. Also, at the moment the two doors don't look like they are the same dimensions even though the texturing would suggest that they are the same type of door. Correct me if I'm wrong. It also seems less than likely that they would put the lights intended to illuminate the human occupied areas so squarely over an obstruction.
Oh now we talking. Ns-Nexus you need to make those rocks more rocky <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.
Comments
<img src='http://thezazi.net/images/ambeke/ambeke20004.jpg' border='0' alt='user posted image' />
<img src='http://thezazi.net/images/ambeke/ambeke20007.jpg' border='0' alt='user posted image' />
<span style='color:gray'>oh well I was going to post "official" screens (with 3 previews) of achio here but I don't want to spam your feedback so I'll post the previews in the achio thread instead</span>
hm.. i got problem to send it in here!
<a href='http://www.nz-nexus.tk' target='_blank'>http://www.nz-nexus.tk</a> [go to screenshots section plz]
beautiful.
-precise is the last line, if u dont wanna read thru it all
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Reduces the number of clipnodes and fixes the problem of "sticky corners". See xp-cagey.com/articles/clip_hull/ for details. Fix #1: Added edge analysis to bevelling of expanded brushes. The number of clipnodes might increase. Fix #2: Brush expansion without normalization. The number of clipnodes is decreased. The options are listed in the order of optimization: -legacy: If you want to use the new HLCSG for the speed improvement but want the old style clipping. -normalized: Fix #1 everywhere, fix #2 turned off. Some new clipnodes, some sticky corners, clipnodes could go up or down. -smallest: Fix #1 turned off, fix #2 everywhere. If you want to have the smallest possible number of clipnodes and don't mind some stickyness. -simple: Both fixes everywhere. Fewer clipnodes than precise. Will shift player models a few units upward on sloped floors but create fewer nodes. -precise: Fully optimised code. Some new clipnodes, no sticky corners. Both fixes on walls and ceilings.<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Mendasp no more crates pleaaaasssseeeeee!. Still that, it looks amazing.
Those crates are there for a reason: 850 r_speeds = hmmm, no.
Making maps is a lot hard than I thought. Taking me forever to make a small co map:
<img src='http://www.boomspeed.com/nirasawa/outlook.jpg' border='0' alt='user posted image' />
EDIT: Too many edits. I can't spell.
Looks good, Mendasp. But you could try to use something else than crates to block vis, infestation perhaps(if the area's close to the hive).
...and I think your avatar is going to kill me. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/15.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_15.jpg' border='0' alt='user posted image' /></a>
<a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/16.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_16.jpg' border='0' alt='user posted image' /></a>
thx <a href='http://www.fabi-trinkt-gern-smirnoff.de.vu/' target='_blank'>Acumen</a> for the leet floating fade model <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
This is the cryo section, where all joiners awake, then choosing their future <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
The stromos plays after the first encounter with the Kharaa so they always keep some rines in the fridge. and since the Stromos research station was experimenting with bacteria probes there are some more :9
well, enjoy.
pls don?t be so hard with me, im very new to mapping <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> (startet 3 days ago, no 3D experince)
<img src='http://www.planet-pepe.net/stuff/temp_ns.jpg' border='0' alt='user posted image' />
Brief bio: first started mapping for Rise of the Triad waaaaay back in the day (and this work represents, to this day, the majority of the hits I get from my name on Google, even though I must've been about 12 at the time); made a few single- and multi-player levels for Descent and Descent 2 (with the lovely DEVIL editor.. oh how I miss thee), tried my hand at Duke Nukem 3d (Build) briefly, and then stopped for about five years. I first started mapping for the HL engine about a year ago with some stabs at NS stuff, but stagnated, and now I'm back. I expect co_yasha will be my first completed map for any game since Duke 3d, so be nice.
Vanity aside, here are your shots; more can be found at <a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=403' target='_blank'>NS Mapping World</a>.
<img src='http://www.cs.wisc.edu/~frase/ns/co_yasha/01.jpg' border='0' alt='user posted image' />
<img src='http://www.cs.wisc.edu/~frase/ns/co_yasha/05.jpg' border='0' alt='user posted image' />
<img src='http://www.cs.wisc.edu/~frase/ns/co_yasha/06.jpg' border='0' alt='user posted image' />
<img src='http://www.cs.wisc.edu/~frase/ns/co_yasha/09.jpg' border='0' alt='user posted image' />
I think the area in the second shot needs some work to bring it up to par with the rest. The wall texture looks a bit awkward, and the rectalinear blue structure in the middle isn't convincing. Its hard to tell without being able to see the rest of the room, but the light in the upper right seems oddly placed. Also, at the moment the two doors don't look like they are the same dimensions even though the texturing would suggest that they are the same type of door. Correct me if I'm wrong. It also seems less than likely that they would put the lights intended to illuminate the human occupied areas so squarely over an obstruction.
The rest looks fantastic. Nice work.
<img src='http://www.barrettphillips.com/~ptraylor/images/projects/altair5.jpg' border='0' alt='user posted image' />
<img src='http://www.barrettphillips.com/~ptraylor/images/projects/altair6.jpg' border='0' alt='user posted image' />
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=66040' target='_blank'>Ns_altair Thread</a>
Ns-Nexus you need to make those rocks more rocky <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.