ns_deus update thread
esuna
Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
<div class="IPBDescription">new shots</div> <span style='color:red'>[EDIT: Added 23/07/03] Disclaimer: All these shots are works in progress. This <b>is</b> being developed to conform to each and every NS mapping guideline where possible. Especially r_speed limits etc. Thank you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--></span>
[EDIT: Added 09/08/03] <b>Now enf0rcer's on board doing texturing work for the map and <i>WOW</i> it's good stuff!</b> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Okies, big progress report time regarding ns_deus.
I've basically started over with this map. I wasn't entirely happy with the whole feel of it, so i've started again in a different style. Rather than the gritty, dirty look of NS, i've decided to make it look a <i>bit</i> more futuristic, without deviating too much from NS's intentions and atmosphere. Instead of the "Aliens" look, it's in a bit more of a System Shock 2 style, clean looking textures and so on. So here's the updated screen shots, generally the marine start area since i've not had a lot of time to spend on this what with work and everything.
<img src='http://deus.org.uk/files/ns_deus01.jpg' border='0' alt='user posted image'>
<i>Marine start in most of it's glory. What you can't see, to the left, is a second res node that's broken.</i>
<img src='http://deus.org.uk/files/ns_deus02.jpg' border='0' alt='user posted image'>
<i>The entrance to the vent in marine start. Notice how i'm giving a reference number / name to each vent so you're not running around blindly in them. Also, these are more "service ducts", so having some sort of pointer what they are is logical.</i>
<img src='http://deus.org.uk/files/ns_deus03.jpg' border='0' alt='user posted image'>
<i>The main exit to marine start, a pretty good indication of the general colour scheme and style of the future rest of the map.</i>
On top of the mapping work, i've been spending quite a bit of time either tweaking or entirely making new textures for my map. I will stress right now that they are <b>EXCLUSIVELY</b> for my map at the present time, although when i release it i will allow anyone who wants to use them, to use them freely. <b>But please for the time being respect my wishes and not use these textures</b>. Thank you.
<img src='http://deus.org.uk/files/ns_deusmonitor.jpg' border='0' alt='user posted image'>
This is a basic monitor, it is animated, but i can't be bothered to use an animated gif, heh.
<img src='http://deus.org.uk/files/ns_deuskeypad.jpg' border='0' alt='user posted image'>
This is a keypad, which right now has only been used for decorative purposes, but will probably be used for doors / lifts.
<img src='http://deus.org.uk/files/ns_deuswall.jpg' border='0' alt='user posted image'>
A nice clean red wall (red is a running theme on this map).
Also, as some of you may know, i've been working on a soundtrack for this map but i've run into problems with getting the standard NS ambient music to sod off, so it's debatable whether or not it'll be implemented specifically to the map or if i'll just release it with the map to dump in your music folder and play at random. The concept for the music, and a sample i posted in a thread a long time ago, but you can grab the mp3 <a href='http://deus.org.uk/files/newpiece.mp3' target='_blank'>here</a>. It's badly recorded and some of the timing's off, but you get the general idea of what i'm trying to achieve. This will be the main melodic part, and the rest will be variations thereof and random ambience and samples. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
So there's my update. My map hasn't faded to infinity just yet....
<span style='font-size:8pt;line-height:100%'>EDIT 1: Added commentry to screenshots.</span>
<span style='font-size:8pt;line-height:100%'>EDIT 2: Added the bit about music.</span>
[EDIT: Added 09/08/03] <b>Now enf0rcer's on board doing texturing work for the map and <i>WOW</i> it's good stuff!</b> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Okies, big progress report time regarding ns_deus.
I've basically started over with this map. I wasn't entirely happy with the whole feel of it, so i've started again in a different style. Rather than the gritty, dirty look of NS, i've decided to make it look a <i>bit</i> more futuristic, without deviating too much from NS's intentions and atmosphere. Instead of the "Aliens" look, it's in a bit more of a System Shock 2 style, clean looking textures and so on. So here's the updated screen shots, generally the marine start area since i've not had a lot of time to spend on this what with work and everything.
<img src='http://deus.org.uk/files/ns_deus01.jpg' border='0' alt='user posted image'>
<i>Marine start in most of it's glory. What you can't see, to the left, is a second res node that's broken.</i>
<img src='http://deus.org.uk/files/ns_deus02.jpg' border='0' alt='user posted image'>
<i>The entrance to the vent in marine start. Notice how i'm giving a reference number / name to each vent so you're not running around blindly in them. Also, these are more "service ducts", so having some sort of pointer what they are is logical.</i>
<img src='http://deus.org.uk/files/ns_deus03.jpg' border='0' alt='user posted image'>
<i>The main exit to marine start, a pretty good indication of the general colour scheme and style of the future rest of the map.</i>
On top of the mapping work, i've been spending quite a bit of time either tweaking or entirely making new textures for my map. I will stress right now that they are <b>EXCLUSIVELY</b> for my map at the present time, although when i release it i will allow anyone who wants to use them, to use them freely. <b>But please for the time being respect my wishes and not use these textures</b>. Thank you.
<img src='http://deus.org.uk/files/ns_deusmonitor.jpg' border='0' alt='user posted image'>
This is a basic monitor, it is animated, but i can't be bothered to use an animated gif, heh.
<img src='http://deus.org.uk/files/ns_deuskeypad.jpg' border='0' alt='user posted image'>
This is a keypad, which right now has only been used for decorative purposes, but will probably be used for doors / lifts.
<img src='http://deus.org.uk/files/ns_deuswall.jpg' border='0' alt='user posted image'>
A nice clean red wall (red is a running theme on this map).
Also, as some of you may know, i've been working on a soundtrack for this map but i've run into problems with getting the standard NS ambient music to sod off, so it's debatable whether or not it'll be implemented specifically to the map or if i'll just release it with the map to dump in your music folder and play at random. The concept for the music, and a sample i posted in a thread a long time ago, but you can grab the mp3 <a href='http://deus.org.uk/files/newpiece.mp3' target='_blank'>here</a>. It's badly recorded and some of the timing's off, but you get the general idea of what i'm trying to achieve. This will be the main melodic part, and the rest will be variations thereof and random ambience and samples. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
So there's my update. My map hasn't faded to infinity just yet....
<span style='font-size:8pt;line-height:100%'>EDIT 1: Added commentry to screenshots.</span>
<span style='font-size:8pt;line-height:100%'>EDIT 2: Added the bit about music.</span>
Comments
jpeg compression for ya <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Show us the hive points soon!! <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
The music was played live and recorded exceptionally badly. It's using a Roland XV-5050, my toy. The finished thing will be much longer, better quality and not all melodic. Oh, and mostly using Cubase.
Added a new model to the map, the burnt out res nozzle i've been referring to, it's just a reskin, but it's now easy to tell that it's not an active node <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<img src='http://deus.org.uk/files/ns_deusburntnozzle.jpg' border='0' alt='user posted image'>
More to come....
Would you guys think it'd be a cool idea to have different colour variations on textures to symbolise different "sectors" of the map. So not only do you have the minimap, waypoints and location texts to go on, but also you have a colour indicator which "sector" you're in.
Just a suggestion i'm throwing around in my head....
I'm thinking i might do, just trying to get a little feedback from several people as to whether it would be a helpful idea on the whole.
ok this will wound stupid and annoying i know..
here is my case.. i have ADD... so radin LONG drawn out turotials about mapping bores me to hell...
but i have alot of imagination and i really want to start mapping now you got it going as one of the nicest guys around on thie forum...
[/suck up mode]
so i was wondering if you fancied like chatting to me on msn or something and making my life easier? no biggy if you cant but muh you never know <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
p.s the map looks well good and the colored sections thing is a good idea ... then instead of having to look at bottom left to see where you are.. it is like..
' hmm im in the green zone therefore hive #2 '
As for the helping with a map, i'm afraid point blank i must respectfully decline, if it means making a new one and so on. Time is severely limited as it is, due to work, so biting off more than i can chew wouldn't be the greatest of ideas. So sorry <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Here's 2 new shots of the security checkpoint when heading up to Operations (marine start, name subject to change).
<img src='http://deus.org.uk/files/ns_deus04.jpg' border='0' alt='user posted image'>
<img src='http://deus.org.uk/files/ns_deus05.jpg' border='0' alt='user posted image'>
Oh well, to bed with me i think, work in the morning..... I wish i had more time to spend on this...
<img src='http://deus.org.uk/files/ns_deus06.jpg' border='0' alt='user posted image'>
<img src='http://deus.org.uk/files/ns_deus07.jpg' border='0' alt='user posted image'>
(Sorry to keep bombarding you guys with screenies, but i'm a bit proud of this little thing, heh)
GJ so far.
<img src='http://deus.org.uk/files/ns_deus08.jpg' border='0' alt='user posted image'>
Two points however, first, the r_speeds are only high because it's not a full compile of the map, they're around 300-400 normally. Secondly, the corridor on the right is only there so i could put the arch in, i've not started work that way yet <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
amazing.
quit your job!
dont sleep!
I need this one!
now!
amazing.
quit your job!
dont sleep!
I need this one!
now! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I'm actually contemplating right now whether or not to take a week off work to get some solid mapping time in. But i dunno, it's a bit cheeky <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Can you release that cool broken res model, or do I have to make my own? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
you could have like the marine start as a hive room with an infested cc and so on like armorys and the marines could have started off in eclipse hive or something.
Anyways, on that option of old broken stuff... It would be cool if you welded open an airlock into some already made map, and found the old marine start with all ceroded armoury, obs, cc and stuff on it. *GASP* We should do that for nancy! *cries* <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
The onlything that doesn't quite fit for me is the blue arch on a red core background.
Keep up the good work.
The onlything that doesn't quite fit for me is the blue arch on a red core background.
Keep up the good work. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Since those screenies were done i tweaked the arc around a little bit more. It's still a bit blue, but comes off generally more pink / white now. This could just be because of my settings, i'll consider making a red arc. Cheers for the feedback <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
EDIT: Just checked it out, you're right, it is a bit blue, will remake the arc to be red <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Second: Overall Your white lighting comes off as dull and bland. To retain that whiteness but spice things up alittle bit, I've found you should use a tiny little bit of blue in your white lights (really still looks white). A RGB value of 191 191 255 works well and doesn't look blue (nor that dull grey).
I like the texture reworks but I pray that nos wall red rework is a smoother blend (higher quality) in game.
Finally: Floor lighting. Lets see some fun shadows, bright lights. I look at your floors and they are all quite dull and uneventful. Some neat light play would be nice to see there.