Ns_source
Lt_Gravity
Join Date: 2003-04-28 Member: 15909Members
<div class="IPBDescription">finally... Im brave enough ^^</div> <span style='color:red'><span style='font-size:14pt;line-height:100%'>EDIT: Please start reading this thread at one of the last pages because the pictures bellow are OUTDATED!</span></span>
this may be the only message relating this map, since me never finishes maps ^^
Im worked about 6 months now but ... Im not have reached the 50% but I HAVE TO finish it to my promissed release date 01.01.04... lets pictures speak instead of a guy with terrible english...
vhe overview. marked all important locations and named some, the questionmark is an area where Im not sure yet. the spark marks weldable spots, the green structures are meant to be resnodes.
<img src='http://mitglied.lycos.de/centercross/ns_source/build2.jpg' border='0' alt='user posted image' />
various (random) pictures:
<img src='http://mitglied.lycos.de/centercross/ns_source/elevator.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/reshive.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/walkways.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/corridor_10.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/marinestart_1.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/marinestart_5.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/ms_3.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/ms_5.jpg' border='0' alt='user posted image' />
maybe all the years of mapping will finally end in a map that is at least some kind of playable...
this may be the only message relating this map, since me never finishes maps ^^
Im worked about 6 months now but ... Im not have reached the 50% but I HAVE TO finish it to my promissed release date 01.01.04... lets pictures speak instead of a guy with terrible english...
vhe overview. marked all important locations and named some, the questionmark is an area where Im not sure yet. the spark marks weldable spots, the green structures are meant to be resnodes.
<img src='http://mitglied.lycos.de/centercross/ns_source/build2.jpg' border='0' alt='user posted image' />
various (random) pictures:
<img src='http://mitglied.lycos.de/centercross/ns_source/elevator.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/reshive.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/walkways.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/corridor_10.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/marinestart_1.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/marinestart_5.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/ms_3.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/ms_5.jpg' border='0' alt='user posted image' />
maybe all the years of mapping will finally end in a map that is at least some kind of playable...
Comments
No, it's Hellfade v2, aka Hellnos, my own version of it ^^ He put it in for size comparisons.
Anyway, great map Gravi
I know that is the "bast only" logo but its only a placeholder for a holo that tells the right ways to anywhere. and I think ALL of the pictures are little dull. thats because of the high gamma value. so ingame the scene looks right but screenshots are allways too dark. so the res compression hive shown in one of the pictures is much creepier than it looks in the image.
just one thing: the marine start area seems pointless, because it'll only be visited once in the entire game. Unless the marines relocate to there, in which it will be impossible to kill them (only one entrance into the base)
Apart from that, it's looking promising. Do continue <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
ehm, missed some stats ^^?
- overall r-speeds at average 450, max of 630 (weeehooo I made a map that WORKS!)
- texture memory used: too much, 8.8mb from max 4mb *grrrrbml*
- solids: 2877
- faces: 17095
- entities: 285 (85 too much but this number will decrease)
the marinestart is only meant as atmospheric "tool" to make the map more realistic. so marines start really high up in the map, an elevator leads down on a level, that the commander can build on. the marines wont be able to get back up to the surface (but I think the mine is a nice place, too ;D). also the commander wont be able to see the area where the cc is located, because its abouve the marinestart, so the commandconsole will cover a big area to build the ip (tha was important to me) but this will result in one big problem: how will aliens be able to attack the commander, who cant any defense for the cc? Im thinking this over atm...
there is only one picture of a hive. but all three hives are finished beta versions. but I dont want to show too much <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> if you guys would be able to see this really HUUUUGE melter hive... no I wont post a pic yet.
I would like to hear some feedback regarding the "overview".
Atmospheric entrance. Bawm.
Great lighting, very nicely done.
Got any infested parts of your maps you could show?
<img src='http://mitglied.lycos.de/centercross/ns_source/marinestart_2.jpg' border='0' alt='user posted image'>
newer version with fewer polies and nearly none entities. but this is not to obvious <!--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://mitglied.lycos.de/centercross/ns_source/newsection_2.jpg' border='0' alt='user posted image'>
energy supply area. final beta but to this time it wasnt conncted t the rest of the map (black wall)
<img src='http://mitglied.lycos.de/centercross/ns_source/ms_6.jpg' border='0' alt='user posted image'>
outer ramp of marinestart, "west route"
<img src='http://mitglied.lycos.de/centercross/ns_source/source_hive.jpg' border='0' alt='user posted image'>
dont scream, it just was meant as promo picture, he only more infested pic there is present. all others were trashed ^^ this is a small part of the source hive. the new thing about this hive will be: the whole hive are + surroundings will be rock/infested only! the source hive is small and looks quite good, the r-speeds are incredible low.
and at last a picture that was created with a part of a map I construted when I was bored on a Lan. I think it speaks for itself... OOPS! it?s german! oh I forgot ^^
<img src='http://mitglied.lycos.de/centercross/promotion_natural-selection.jpg' border='0' alt='user posted image'>
... means "What the hell...? How many players are suposed to play on this server???"
ps: if someone finds any typos, just keep it, collect them or burn them. my new keyboard seems to be for creating typos only. thats why its called "internet keyboard"...
the maplayout looks promising.
little "mapping guide" based on the "energy supply" area on ns_source
first: <u>basic architecture</u>
many mapers do little sketches to get a better idea how to work out the layout. so do I. but unfortunately I allways throw them away when Im done with an area ^^´
(took me one complete day of layout, dont laugh it was hard to combine layout with r-speeds limitation and ns playability)
<img src='http://mitglied.lycos.de/centercross/ns_source/work.jpg' border='0' alt='user posted image'>
basic work is done. and finally we will decompile it, just to see if the sizes are correct, the lightning is bright enough, stuck issues etc...
<img src='http://mitglied.lycos.de/centercross/ns_source/powerjunction_11.jpg' border='0' alt='user posted image'>
<img src='http://mitglied.lycos.de/centercross/ns_source/powerjunction_10.jpg' border='0' alt='user posted image'>
second: <u>additional architecture</u>
nice. it looks good but we all see tha there is something missing, the essence. shure its architecture but it looks plain and lifeless. and here comes the point where it gets reallyinteresting. now you have to decide, what the area should be look like. and here also starts the trouble: there is no "trueth". there are only possibilities. I often force myself to map, following a pattern of restrictions. otherwise I would get mad... <!--emo&???--><img src='http://www.natural-selection.org/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
now you add stuff like pipes, wires, additional lights. use your imagination, what would YOU exspect from this area? but dont worry, you will add and remove architecture till you have something you feel "true" about.
<img src='http://mitglied.lycos.de/centercross/ns_source/extraction_10.jpg' border='0' alt='user posted image'>
obvious: I changed this ugly big pots and created more of an open feeling with this energy-chambers. additional wires, lights, displays...
but...
lets say many mappers woud stop here. normally I would too. but I lookedat it and thought to myself "well it looks good. maybe not too bad... *sigh* lets be serious: IT LOOKS LIKE ****!!!" and I continued.
third: <u>pepper and salt</u>
what makes a good soup isnt just the things you throw in the pot. you need some spice.
this stage of detailing takes most of the time but the differences are hard to see sometimes. but its worth it, believe me ^^
<img src='http://mitglied.lycos.de/centercross/ns_source/newsection_1.jpg' border='0' alt='user posted image'>
<img src='http://mitglied.lycos.de/centercross/ns_source/newsection_2.jpg' border='0' alt='user posted image'>
to all who havent noticed the changes (but in that case your are bling like a mole):
I reworked the chambers COMPLETELY, changes the walls to fit the scene, removed the wires (there wasnt kinda useless in my eyes, just pushing the number of entities up) !!! I reworked the solids so the whole area would have lower r-speeds with much more detail !!!, changed the appearance of the bars, added the lights (real cool ones when you realize HOW they were done), adjusted the lights and finally added some fog sprites to simulate the volumetric light ofthe chambers (look carefully).
the room behind is missing cause to this time the map was 1/4 complete and I had to chop it off the rest of the map to compile faster <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
the last picture isnt the last version but the changes were few. at this point the area is a part of a reality you just created, it feels correct. take your time to track down misplaced textures cause they are killing atmosphere.
my hint: make use of vertex manipulation, used wrong its the hell on earth but used right its the most powerful tool present.
I hope we will see more exiting maps like this in the near future... (I have so few time to map...)
Lt. Gravity
Real nice map, might take too long for the marines to get down and set up base, the extra feel is great but it presents alot of gameplay issues for having to set up the base 20-30 seconds late while the aliens rush and are waiting at the bottom of the elevator
Real nice map, might take too long for the marines to get down and set up base, the extra feel is great but it presents alot of gameplay issues for having to set up the base 20-30 seconds late while the aliens rush and are waiting at the bottom of the elevator <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
1. I dont really know what you mean. the resnode placement is still in work.
2. NO. because a- 50% of marinespawns still are located in the base ans b- all locations are locked off till the commander opens the security shutters by using the "emergency override" trigger.
ND
Great cool area you have there.......
Im bored
You might not have noticed but there is a question mark (?) there meaning that there will be atleast one hallway leading to contract hive.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I think you are referring to this pic:
<img src='http://mitglied.lycos.de/centercross/ns_source/ms_3.jpg' border='0' alt='user posted image'>
Well, one of these nozzles is not functional, it's just decoration <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
thought the lights would be self explaining but obviously they explain nothing. so I really have to create a trashed resnode, pipes broken and loads of steam. btw aliens arent supposed to build there anyway... but there allways people out there...
FIRST I want to finish the architecture.
Dude... i swear. UT2k3 right there man. I love it to death.
!!! OUTSTANDING !!!
!!! IMPRESSIVE !!!
!!! SPEECHLESS !!!