Ns_colony ( Pre-final )

NayNay Join Date: 2002-06-09 Member: 741Members
<div class="IPBDescription">ftp download + 6 Screenshots</div> Lo all,

I have been hard at work with Colony please keep in mind its yet to reach final status due to a few things I need to clear up on the map.
Anyways Heres 6 Screenshots, Please note the screenshots have not been edited they are straight from the game.

Env_Gamma "1.4"
Gamma "2.4"
Brightness "0"

HLRAD compiled with -dscale 3, -extra plus some various other commands.

Download <a href='ftp://ftp.cscentral.com/hosted/nay/ns_colony_v1.zip' target='_blank'>HERE</a>

<img src='http://www.nay.cscentral.com/colony_01.jpg' border='0' alt='user posted image'>

<img src='http://www.nay.cscentral.com/colony_02.jpg' border='0' alt='user posted image'>

<img src='http://www.nay.cscentral.com/colony_03.jpg' border='0' alt='user posted image'>

<img src='http://www.nay.cscentral.com/colony_04.jpg' border='0' alt='user posted image'>

<img src='http://www.nay.cscentral.com/colony_05.jpg' border='0' alt='user posted image'>

<img src='http://www.nay.cscentral.com/colony_06.jpg' border='0' alt='user posted image'>

Thats it have fun and enjoy!

l8rs
«1

Comments

  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    edited July 2003
    seems nice.. as soon(ok, 2 weeks later) as 2.0 comes out we could make a custom map pack with SERIOUS maps. and 2-3 servers that play that pack.. would be cool.. not?

    edit: are this screens from this version of your map? the screens are sooo much better. its too bright actualy(in the map, the screenshots are perfect)
    try to make your map to look like the screens and it will look cool. and try to do something with those long corridors, some cover for the aliens woudl be cool
  • Mr_HeadcrabMr_Headcrab Squee&#33;~ Join Date: 2002-11-20 Member: 9392Members, Constellation
    very nice, but it seems a little empty, maybe some details, matenence tools near an open panel, general crap laying around, stuff like that.
  • NayNay Join Date: 2002-06-09 Member: 741Members
    headcrab i assume u havent run around the map yet? anyway with asraniel the map acutally looks like the screens on my monitor, you might have yours set different to mine

    RED : 21
    green : 60
    Blue: 45

    Its fairly bright but i can get it alot brighter. People must understand that other people have different contrast, colour and brightness settings on monitors, so its very hard to set the map settings so its suitable for everyone, especially on ns maps

    Also this dosent apply to the above replies, but please dont judge the map from the screenshots, have a run around the map, thanks
  • LordLestatLordLestat Join Date: 2003-06-03 Member: 16976Members
    mmm i like the room with a res i think.. with the blue stripes
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    In my eyes the map looks really good. Nice piece of art. About the brightness, well on my monitor the screenshots just look a little too dark, almost ok. So ingame they might really be to bright (i haven't checked that). What do I say, just load one of the official maps for comparison <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • LaCHiELaCHiE Join Date: 2003-02-22 Member: 13849Members, Constellation
    <!--QuoteBegin--Asraniel+Jul 11 2003, 09:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Asraniel @ Jul 11 2003, 09:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> seems nice.. as soon(ok, 2 weeks later) as 2.0 comes out we could make a custom map pack with SERIOUS maps. and 2-3 servers that play that pack.. would be cool.. not?

    edit: are this screens from this version of your map? the screens are sooo much better. its too bright actualy(in the map, the screenshots are perfect)
    try to make your map to look like the screens and it will look cool. and try to do something with those long corridors, some cover for the aliens woudl be cool <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    good idea, i'd love to get them running on an Australian Server!
  • SeraphyGoodnessSeraphyGoodness Join Date: 2003-06-05 Member: 17029Members
    Hope you don't mind some constructive criticism... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> It's a nice map, but there are a few problems in certain key areas that would likely unbalance it.

    1) Vents: I had real trouble exploring the vent system as a skulk, due to two major factors:
    a) The collars on the vents are far to dificult to get into. I spent 5 mins trying to get into the vent in Section F hive. Might i suggest bringing the lip much closer to the wall, and flattening the angle somewhat. i can easily slip round a 90 degree corner, but not a 135 degree one... When i finally got into the vent...
    b) The blue striplights in the vent: As long as you are running flat, no problem, but trying to run on the walls or ceiling of a vent, you get stuck. The problem is only compounded when attempting to go up a vertical vent. the blue lights totally prevent access.

    2) Hive location: Sector H and D hives are far too close to each other. Either the aliens will start at one, and rapidly secure the other, or the marines will easily lock the two down. (i'd put good money on them being close enough to be double seiged from the intervening corridor as well) <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> = gg

    Otherwise, it's a good map, i like the architecture and layout for the most, though there are one or two cosmetic changes which might make it better

    - Lighting. unlike others who have posted in this topic, i think the lighting is fine, for the most part. The map could do with a few darker/shadowed areas for ambushes though. It might also benefit from slightly reducing the light levels close to the hives to get a Marines=Clean, crisp & well lit Vs Aliens=Murky, damp & nasty.

    - More scenery. a few more scattered boxes, broken pipes, some steam. stuff like that. adds character to the map, and gives players cover in firefights/ambush spots

    -the forcefield projector in the cargo bay room: since the field projects all the way down, the projectors should go all the way down too. i found myself wondering "can I slip beneath it? it looks like... Bzzt. nope"

    look forward to playing on this when its finished.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    edited July 2003
    I like it a lot. Would love to play it. But as seraphy said, hives are too close. I like how the alien infestation runs from one hive to the next, but spread them farther apart. Besides that, can't wait to play it. Oh, the lighting is at a good level. If u feel to change it though, i suggest the env_gamma. I think that was it, not sure if this is workin or not, haven't mapped much for ns. But from what i've read, it should help.
  • NayNay Join Date: 2002-06-09 Member: 741Members
    Everyone please understand that the screenshots is how i see it on my monitor if u see it differently then you have a different setting to me somewhere either on your monitor or in game.
  • AzraielAzraiel Join Date: 2003-01-27 Member: 12868Members
    Ok i just ran through it. i must say, very nice. But the lighting needs work. You said you have your env gamma set to 1.4, i think most maps have it set to 1.7, though i could be wrong. aside from what everyone else said, the processing hive need to move, cause you can shoot it from clear across the map from behind the forcefield, which i like. i suggest moving it over to the area where the pipes go into the floor. Nice work otherwise. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    First of all I would like to say that it's a really good looking map you got there(definately one of the best looking custom-maps for NS), with very nice, and original, architecture.
    But there's two things I don't really like:

    1. The lighting is in my opinion generally too bright. I would try to lower it a bit. Contrast=Good! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    2. Some of the vents blocks the commander view in a very annoying way. Either raise the vents or lower the commander view.

    <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Good Map I applaude you for finishing you map as there are hundreds of people who don't and at times I"m one of them!

    Things I didn't Care For:
    The Lighting - It's not that it WAS too bright, it's that it FELT too bright. The lighting was just well, it didn't do much for me. (My personal opinion.)

    Naming - Sector [BLANK] gets boring after the first five seconds.

    Processing Hive - is a little more open and weaker than the others.

    Other than that I think you have a perfect map. I'll use it on my server.

    ~DarkATi
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Don't have time to d/l so I hope you don't mind if I just comment on the screenies <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    The architecture and detailing is very nicely done, the texturing is clean and the lighting is pretty. All in all, looking very sweet.

    Hooooowwwever, make sure at least some parts of the map are dark and scary (eg: Hera has its bright areas, and then the dark areas around Ventilation).
  • NayNay Join Date: 2002-06-09 Member: 741Members
    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> it has a few dark areas i didnt post images of them tho because i know people would just say ohhh image 4 looks to dark <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> anyways thanks for comments everyone keep them coming
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    good map, great ambience but imballanced.
    Your vents are made for marines, normaly they shouldnt. They are to wide, to straight, to bright and unpassable for skulks.
    Straight wide corridors are made for marines. You must place stuff in them that block sight and bullets.
    Placing weldables on a high ceeling is evil but fair, it just makes no sense to close a vent in marine base that is made for marines.
    That force field makes players stuck. thats evil with fades. Add a toggleable trigger_push that pushes players out before the field gets activated.
    That force-field breakable windows are nice but make no sense apart from atmosphere.

    Investation is not only on bottom and ceeling, in most of your hallways it is. Looks wrong.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    I absolutely love the way, at marine start, if you distroy the glass the forcefields appear <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MoquiaoMoquiao Join Date: 2003-05-09 Member: 16168Members
    great work Nay (im RN|WoLF from #nsmapping)
  • NayNay Join Date: 2002-06-09 Member: 741Members
    i know this thread is getting old now but i didnt want to start another but has anyone got any final comments before i tidy it up <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    One more on the lighting: Have you considered changing it to
    dscale 1
    bounce 1

    You'll probably also have to increase all light values since this will make your map a lot darker, but it should be worth it because it creates much "crispier" lighting.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Isn't dscale 1 the default? Hey, try dscale 10 and make all lights 1/10 bright. That is crispy I tell ya!
    damn, I wrote another pointless posting.
  • AtomAtom Join Date: 2003-01-05 Member: 11840Members
    i am at work so havnt had a chance to download and play yet but from the screen shots it looks kool, and on my moniter the lighting looks perfect, could maybee a little more crisp like sum1 mentioned but thats about it nice work! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    <!--QuoteBegin--NerdIII+Jul 24 2003, 09:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Jul 24 2003, 09:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Isn't dscale 1 the default? Hey, try dscale 10 and make all lights 1/10 bright. That is crispy I tell ya!
    damn, I wrote another pointless posting.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    dscale 1 is <i>supposed</i> to be the default. However, due to a bug in the original Q compile tools all maps they compiled where done as if dscale was set to 2. This bug was fixed and the dscale parameter added, but for backwards compatablity the default value was left at 2.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    ah, ok, i thought when it was *fixed* it was set to 1 as default
  • NayNay Join Date: 2002-06-09 Member: 741Members
    i did previously compile with -dscale 1 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    edited July 2003
    Try cutting down on the bounce possibly and see how it affects the lighting.
    Too many of the rooms seem pretty uniformly lit especially Control bay sector H (?) hive and the surrounding area.
    (Bright! <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <--hurts his sensitive eyes <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> ) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    I don't know how it will work in 2.0 but the vents atm seem like an absolute haven for ceiling surfing jetpackers. They look very cool, but you might want to consider making them smaller and more windey. They also get in the commander's way a little.

    edit: you might also want to make sure that every door that is textured the same way opens the same way. I'm not sure but it seems like there's a little inconsistency there.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    *pong* why compile with -dscale 1? Are we all dumb or what? (sorry, it's just proverbial)
    so..... AAAAS I stated a few days ago, I would like red walls to reflect red light only, because that is what you see when you look at a red wall in HL, right? No reflections or whatever, just pure red. But the compile tools reflect the whole light spectrum what is *baaaad* imo. This lighting procedure is *only* good for 100% white textured rooms. Set -dscale 1, -bounce 10 there and you are fine with a realistic lighting.
    But as HLRAD does not care about darker shades on textures than pure white you could make a compromise and set -dscale 2. From the view of the reflections (that are 1/dscale) you have 1/2 the amount of the incoming direct light. That would be perfect for the average grey texture and the first reflection of light on every face. Not understood? Damn. Anyway I would rather use a hack to get at least in parts the reflections of a medium bright texture than having poor contrast because the *, * and * compile tools think every wall is teh pure reflection.

    Again my suggestions:
    A: Make HLRAD read textures and calculate reflections based on the underlying pixelcolor.
    B: Have a textfile with R G B reflection amount for textures named in it.
    C: Mix both.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Hmm, actually thought radiosity lighting worked like you suggested at the bottom of your post. Or perhaps I don't understand you.

    Anyway to explain the advantages of -dscale 1:

    Having -dscale at 2 (default by accident) increases the direct lighting of your map. To make the indirect lighting seem sufficiently bright in comparison you also need to increase the -bounce value. As a result your map will have smooth lighting with little contrast.

    Changing it to 1 (originally intended as the proper settings) means the relative influence of direct lights is decreased, so the bounce value can also be decreased, usually to 1. Now we have the high contrast lighting most people like in an NS map.
    When you do this on a map you've already build you'll of course have to roughly double all lighting values. Perhaps using the -colourscale parameter can make this easier.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    No, you understood me right! Please see for your self. Make a testmap with a red floor and create a spotlight pointing down on it. On the floor of course you see the red spot, but all the walls are lit white! Even worse: Create a black floor. You will see no light being reflected, it is pitch black even with the brightest light and still the room will be lit.
    I'm not complaining about black coloured stuff reflecting *some* light. I am complaining about black stuff (that obviously does not reflect light in HL) that reflects as much light as a white surface. This is the ultimate contrast killer in my eyes. And contrast is usefull to have at hand when you map for NS. And atm Cagey is the one who owns teh code. So at *least* his new tool set should be able to do this. New version new features, hey it is just normal <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> I really love how he managed to improve HLRAD's speed so drastically after years of improvements and the clipping fixes, but I would also like to see some visual impovements so I posted exactly what I'm thinking about. Maybe he isn't reading this thread any longer... must PM him <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--NerdIII+Jul 25 2003, 09:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Jul 25 2003, 09:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->*pong* why compile with -dscale 1? Are we all dumb or what? (sorry, it's just proverbial)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    -descale 2 remained the default for backward compatibility -- the idea was to allow old maps compiled with their old parameters to result in the old light levels. The new tools might have a compatability mode or a utility to translate parameters from the old style to the new input files, but the tool parameter system for texlighting is drastically different from the current one, so you will probably have to play with values to match the old light levels from textures if you port your map to the new system.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Again my suggestions:
    A: Make HLRAD read textures and calculate reflections based on the underlying pixelcolor.
    B: Have a textfile with R G B reflection amount for textures named in it.
    C: Mix both.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Planned (along with many other enhancements to lighting) for the revised toolset - "when it's done". I'll publish a list of per-texture properties when I'm closer to being finished.

    It should be noted that all of the lighting parameters used during compile for an NS map are ignored by the engine when lighting models (with the exception of light targetnames)-- it reads the light color absorbed by the floor and assumes 100% reflection. Nothing I can do about that from the compiler--it's game code. I think Spirit of Half-Life might do something with enhanced entity lighting, but since I'm limited to out-of-game tools, I can't use or duplicate Laurie's work.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    /me = quiet
    Can't wait to beta test the tools.
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