Early map pics!

commandox20commandox20 Join Date: 2002-07-12 Member: 913Members
<div class="IPBDescription">In what way can i a wee mapper help ns!</div>heres pic1

Comments

  • commandox20commandox20 Join Date: 2002-07-12 Member: 913Members
  • commandox20commandox20 Join Date: 2002-07-12 Member: 913Members
  • commandox20commandox20 Join Date: 2002-07-12 Member: 913Members
  • commandox20commandox20 Join Date: 2002-07-12 Member: 913Members
    yet another (2 after this)
  • commandox20commandox20 Join Date: 2002-07-12 Member: 913Members
    the upper one and this one are pics from the alien hived area. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> The marines are forced to stay togetehr ad use flash lights. It will probably be really spooky when i add ambience. Not to mention the only lighting is emergency lights.!
  • nerve_GSnerve_GS Join Date: 2002-03-10 Member: 297Members
    This should really be moved to the Mapping Forum. Those pics look quite good for starters, although I'm not too fond on the texture you've used for BOTH the ceiling and the floor. The line of computers may need more than one texture on it to make it more interesting. And also, the object of NS mapping is NOT to make the levsl as dark as possible. They should be navigable without using a flashlight. Those last shots may need Gamma tweaking using the env_gamma entity (I don't know how to use it).
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Please change either the floor or ceiling texture, it confuses the wall/ceiling climbers if the floor and ceiling look the same.

    All the pictured areas need more contrast.  All areas of the map should contain light and dark spots, tending to more light at the marine spawn and less light at the hives.

    The pictures areas also seemed rather flat, don't forget to include changes of height, using stairs, platforms etc.

    The shot with the repeating support and stripe textures is just yuck.

    It looks like sci-fi, but it's not quite NS yet.  Keep at it.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    oh, and the wires in the first shot are fullbirght, change the render mode to "Solid"
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    The "hive area" shots, while a good idea, won't really fly... forcing marines into totally dark areas makes them sitting ducks for aliens.  The trick is to make it *feel* dark without actually *being* dark... Hera's <a href="http://www.readyroom.org/ns_ingame/HalfL33e1a_8x6.jpg" target="_blank">"Fog Corridor"</a> is a perfect example.
  • commandox20commandox20 Join Date: 2002-07-12 Member: 913Members
    Tanks for the feedback. If i were to give this map a version number it would be alpha1 theres a vent shaft and a ramp set going down into the hive. SO there are multiple ways in and out of areas. Im having trouble understanding the commander mode. sounds like its a complicated piece of mapping. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    <!--emo&:asrifle:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/asrifle.gif" border="0" valign="absmiddle" alt=':asrifle:'><!--endemo-->   <!--emo&:pudgy:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/pudgy.gif" border="0" valign="absmiddle" alt=':pudgy:'><!--endemo-->

    Edit:
    Also thankyou for telling me that there are ceiling climbers. Because now i can redo the whole damn level with taht in mind. (i limted the vents because i didnt know)
  • commandox20commandox20 Join Date: 2002-07-12 Member: 913Members
    Here are some updated pics!!This is a pic of a dark corridor and the entrance to he marine base
  • commandox20commandox20 Join Date: 2002-07-12 Member: 913Members
    this is the same corridor as in the last pic but showing the spark light
  • commandox20commandox20 Join Date: 2002-07-12 Member: 913Members
    this is a pic of the x junction. Witch goes into a wharehouse and the alien hive and the marines base. Then theres a locked door.
  • commandox20commandox20 Join Date: 2002-07-12 Member: 913Members
    this is a pic of the wharehouse. The red lights make it dark for a reason. I WANT it this way. Its to add tension.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    The lighting's a bit overdone in those.  What you might want to try doing is using a couple different colors of light so you get more contrast.  Contrast is good, it's a great way to have dark spots which are atmospheric and strategic (aliens can hide there) without making it so dark that you can't see your hand in front of your face.
  • commandox20commandox20 Join Date: 2002-07-12 Member: 913Members
    That red lighting is staying! Trust me. Its not so dark that nothing can be seen. But there are some shadows that look like aliens in the corner

    <!--emo&:asrifle:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/asrifle.gif" border="0" valign="absmiddle" alt=':asrifle:'><!--endemo-->   <!--emo&:bob:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/bob.gif" border="0" valign="absmiddle" alt=':bob:'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Red light is awesome. But I don't think that's what he's getting at. It's too dark, judging from the screenshots. It shouldn't be a "point at one light in area and run towards it" kind of deal.. you should be able to make out the walls, floor, and all. That x juntion looks to be lit well, but the rest of the newer ones are a tad dark. I really can't see anything to give any feedback on what's there.

    Try brightening things up a bit, and see what happens. I'm not suggesting you kill the shadows, heh. No one loves shadows more than I do. But it should be "well lit level with lots of shadows", not "pitch black level with couple lights". No one's going to be able to tell you if they like your level or how to improve it if they can't see it! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> The "feel and look dark, but not actually BE dark" thingy may sound a bit far fetched, and it is tricky... but it's certainly possible. I'd love to see it with more lights here.

    Or perhaps the screenshots aren't adjusted properly to match the env_gamma?



    <!--EDIT|ken20banks|July 12 2002,22:03-->
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    <!--QuoteBegin--ChromeAngel+July 12 2002,06:31--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (ChromeAngel @ July 12 2002,06:31)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->The shot with the repeating support and stripe textures is just yuck.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Yes, yes, that is a support texture. Way too repetitive when used to cover an entire wall. And try to keep caution strips to a limit throughout the map. When's the last time you visited a buildling and saw a hazardous wall?
    These rooms are all pretty blocky. Try using some supports on/ingraved into the walls. Also, try rounding off some corners that aren't going to be used.
  • commandox20commandox20 Join Date: 2002-07-12 Member: 913Members
    Shoven did you ever watch aliens? Thats the theme im going with. in most space buildings there are cautions along the walls. (probably from when they were building the things in space suits) The hive area has a nice greenlight too it.
    heres a run down on the map.

    Ns_trainfacility (its just ns_trainingfac right now)
    Plot:This was once a  vacation resort. But when half of this sector fell to the Aliens it was quickly turned into a marine base. one hundred and ninety marines are now missing in action. Most of the doors appear to be locked. Everything is running on emergency backups.

    Includes
    marine base
    corridors that can be sealed off from the aliens. (but the aliens can still get in&#33<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
    xjunction leading to aliens base wharehouse andmarinebase
    (the otehr corridor is to give it the feel of monlinerity.)
    wharehouse
    alien base lit by a nice green lighting.

    No it is not a point your flashlight into a corner adn run.
    Its similar to alien resurrection (how they were walking ya know taking it one step at a time and searching with the flashlights) You will be able to the aliens movement even in the dark.
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    <i>The lighting is well over done. The red lighting is good, the rest should be thought about. I agree with most the repeatative texture "yuckiness". As for corridors, I know that ns_hera promotes the use of structured corridors so its not just a wall but maybe a pillar or two with computers in the walls. IF you know what I mean ? Also, a good idea to do is start off with the ready room, make that then see what people think of the ready room. Then when you know your mapping skills are secure enough and the ready room is "complete" you should then start on the main map, also using the "dev_overview 1" command in the console is a good way to take overhead screenshots, and to also show us more of the map and layout.</i>

    <!--emo&:asrifle:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/asrifle.gif" border="0" valign="absmiddle" alt=':asrifle:'><!--endemo-->                                                                                     <!--emo&:tiny:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tiny.gif" border="0" valign="absmiddle" alt=':tiny:'><!--endemo-->
Sign In or Register to comment.