Ns_nancy

devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
<div class="IPBDescription">A map recently started :)</div>Background: The deepspace freighter Nancy - lost for sometime now - has been located orbiting a distant system.  Damage to the ship's exterior seems minimal, and power systems are still somewhat funcitonal.  The Nancy has not responded to any hails despite that life signs are indeed present.  Marines have been dispatched to investigate, rescue any survivors, and retrieve all pertinent information.

For now you'll have to live with 2 bridge shots, as this is mainly it aside from a few non-descipt hallways and the marine starting rooms (not ready room).  This is about the darkest planned anywhere,  other areas will be well lit, but most fall inbetween. Oh yeah, that is the exterior of the ship you can see out of the cockpit (we thought it was a nice touch) Here are the shots:

<img src="http://www.milo.cc/ns/ns_nancy1.jpg" border="0">
<img src="http://www.milo.cc/ns/ns_nancy2.jpg" border="0">
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Comments

  • InfinityInfinity And beyond&#33; Join Date: 2002-01-25 Member: 50Members
    thats the best ship-interior ive seen yet, nice job!

    continue in that way and ull have a leet map <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Hi Devilblocks, welcome to the forums.

    I really like these two pics. Great detail and solid texturing. I think it might be a little busy in areas, but that will work itself out over time. It's also kind of hard to see. Not sure if that's lighting or the uploaded picture's contrast. But regardless, really cool and has a great sci-fi feel. Keep 'em coming.
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    nice work
    two points:
    1.maybe use a darker sky texture, it might be that the shot simply shows a planet or something but it says a deepspace freighter so i assume its supposed to be in deepspace
    2. If possible make the exterior of the ship more detailed, custom textures with name plates maybe.
  • BlahmanBlahman Join Date: 2002-01-25 Member: 85Members, NS1 Playtester
    /me sniffles...

    It's just so bootyful!

    Nice work!
  • devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
    Yea the sky right now is just a placeholder.  We're (this is a tandem map) still looking for a nice dark and gloomy sky.

    As for lighting, there are a few areas, and I mean just a few, such as this that are going to be planned dark.  Just to add to the feel of the "minimum" power levels.  I think part of it might be the picture conversion to jpeg, but its not completely black.  We can always brighten it up later if people in game find these such areas too dark.  There will be plenty of nicely lit areas as well.
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    No no, dark atmospheric areas ARE GOOD for Natural Selection. Its means the aliens have areas to hide and spring out from. Not pitchblack mind u.

    UPDATE: also if you haven't already use the env_gamma entity, it raises the contrast so the dark areas seem darker and vice versa.
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    great detailing i must say!  the only thing i would change would be the chairs - they seem too high and too close together.  pretty good for a start.

    too many good people starting to map for NS lol
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Great work! Looks very detailed and the lighting is awesome!

    Can't wait to see more <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Hmm...  I'd have to say that MonsE is wrong.  I think that the first shot in general would benefit by being "busied up."  If its supposed to be a bridge, It should definitely have large amounts of detail.  You have a good base, and the lighting is certainly wonderful (though it would be a shame if this were the only area of your map this dark).
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    Looking real good, got high expectations for this map and ns_bast, looking forward to some event horizon-like situations.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    That's odd... Greedo disagreed with me about something <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    I stand by my original assertions to the death! And when I said busy, I meant that it has an awful lot of different color schemes going on. By lighting, I thought it was a bit too dark and somewhat uniform.

    But this is brand new stuff - I must see more!
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    I think the cockpit area is fine as-is. You could add in an extra light or two, but that'd just be for show. The visible area of the vessel exterior could use a little detail, as right now it's a blob of brown in the screenshot.

    The area behind the cockpit seems a little empty, but emptiness is easily fixed. Toss in a few more monitors and computer panels, and maybe some exposed electronics or pipes. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Looks great, but the lighting could use a bit of work.  Spend some time making the lighting have a lot more contrast, especially in the first shot.  Try to see how dark and how bright you can make the same room.  Try using some spotlights, and perhaps cranking up the intensity of the lights that you already have.

    The only other thing I think I'd change is the name.  Maybe it's just me, but the term "Nancy boy" is generally a way you can tell a guy he's a wimp.  That, or "skirt-wearin' Sally". <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->  Nice work.
  • devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
    Well if you guys want to rename it, I'm open for suggestions.  As its the name of a freighte, I don't want a warship type of name, just something along the lines of what a private individual / company might name it.  

    Here's a new cockpit screenie: its got a new skybox, HUD and some outer hull details you couldnt see before. Soon as MB polishes up a few areas, we ought to have several more new areas to show.

    <img src="http://www.milo.cc/ns/ns_nancy3.jpg" border="0">
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    LOVE that HUD. possibly the best one i've seen yet.
    Who else are u mapping with?
  • CyonProCyonPro Join Date: 2002-02-02 Member: 154Members
    Heh, if not the Nancy, you could always call it the "Betty" (shameless reference to Alien Resurrection, I know). Seriously, I think whatever the new name, you should stick to something informal. I agree it should not be the kind of name a warship or capital ship would have. Perhaps something like the "Jeremiah", or even the "TommyD"... <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Hey. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->  If you two can spare the polys (and brush entities), this is a really cool effect that would put your bridge over the top.  The way it works is to texture a control panel/screen/whatever brush with the regular control panel/screen/whatever texture, then create a duplicate texture and black out everything but the stuff that should look like a light source (LEDs, etc.).  Create a duplicate control panel/screen/whatever brush that is 1 unit thick and lay it over the original brush, texture it all over with "black" except for the visible face, which should be textured with the blacked out texture (texture 2 in the example pic).  Then just make the top brush a func_illusionary (additive 255).

    What you've done so far looks dynamite!
  • CyonProCyonPro Join Date: 2002-02-02 Member: 154Members
    Thanks, I was foggy on how that was accomplished.  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Dude that cockpit reminds me of the Beserker series by that Saberhagen dude... with the 'game' the machines would play that was a test to see if their mind disabling ray was working or not displayed on the screen... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->



    <!--EDIT|Moleculor|Feb. 05 2002,18:56-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    That's a really awesome cockpit there.  That holoprojector thing really works.  Good job on that one.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    hehe.  I'm frankly amazed that I hadn't seen that effect used before.  It's not often that I have an original thought. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • CyonProCyonPro Join Date: 2002-02-02 Member: 154Members
    Relic, is it just me or do you have several entrances for "Join Marines"? I like that.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Hey, thanks Relic, I had been wondering if that's what you do with those blacked out textures.. could never get em to look right tho <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • humbabahumbaba That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
    Thats one of the coolest looking things Ive seen. Heh heh, mayeb Im easily amused
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Sorry.  This is getting off the subject of this thread, and I didn't mean to hijack it.

    CyonPro: Yes.  There are 10 marine join 'pods'.  At some point, I've got to figure out a way to make sure players fan out and use them all instead of rushing into the first one.
  • devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
    Hehe thats ok, just put the pictures down and step away from the topic <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
    Ok my turn now (MB - maybe I'll just get my own account, but then where would the awesome twosome be <sniff>) <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Im *still* working on this little area, but its nice enough now to start to show I think. I'm doing a full vis right now, so in the morning I can recheck my r_speeds and see how much more I can add in; but they arent a problem.  Two pics are of the same room - hope thats obvious - and one is of the corridor that leads in.  Later on I'll post whats on the other side of that glass window, but it is still incomplete.

    -edit-Oh yeah, that room is definately brighter in the game, my jpegs always come out dark =/ -/edit-

    Toodles!
    mb
    <img src="http://www.milo.cc/ns/ns_nancy4.jpg" border="0">

    <img src="http://www.milo.cc/ns/ns_nancy5.jpg" border="0">

    <img src="http://www.milo.cc/ns/ns_nancy6.jpg" border="0">
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    These look pretty cool, but I can barely make out any details.  Crank up the brightness/contrast next time?

    <shakes fist at stupid sun>
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    you could turn your monitor a bit, flayra <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
    doh

    those arent glare friendly pictures either =/  Make your room dark and you should be able to see everything easily

    toodles
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