Looking very nice indeed. That rock texture...its looks to repetetive, try increasing the size or defining the shape a little. Apart from that it looks tasty.
<!--QuoteBegin--Align+Dec 11 2003, 07:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Dec 11 2003, 07:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Did this get released yet? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> No, not yet. Look at Gravity's signature, he states there how far he is with mapping.
because I ran in a cruel compiling error, telling me that my map has got too much faces to calculatethe lightning, I was forced to redesign THE WHOLE MAP!!! it takes it time butthe cool aspect will be te neary complete change from ns.wad to ns2.wad. some first impressions BEFORE and AFTER:
this map is going to make me mad *blblblblblblblblbl*
belive it or not: the new, better looking areas lower the solid count about 1/3. the weird thing: the slight loss of details isnt noticeable bt I will add some more details when the map is done so I know how much detail will be allowed by the compiler. r-speeds are low as hell. its simply amazing! and its shurely worth it.
<!--QuoteBegin--Lt.Gravity+Jan 17 2004, 07:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Jan 17 2004, 07:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> because I ran in a cruel compiling error, telling me that my map has got too much faces to calculatethe lightning, I was forced to redesign THE WHOLE MAP!!! it takes it time butthe cool aspect will be te neary complete change from ns.wad to ns2.wad. some first impressions BEFORE and AFTER:
. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> You could have just adjusted your RAD settings.
Chop 90 or higher may have solved your problem. Texchop is adjustable as well depending on your toolset.
thx ATI... noone I asked mentioned this before. but all the work has one positiv aspect: the corrections are all of the "after beta"-kind, so I will save a lot of time by doing it YET. also the navigation for alien classes had been improved, onos now can walk in the areas, where they previously had a lot of trouble. I fixed some hallways so they will be more lerk friendly and less face consuming. also adjusted the lightning, removed tons of unnecessary entities and added some more ambience_generic. also stared with the readyroom from zero on, the old one was a face wasting one! so it comes out like this:
<img src='http://mitglied.lycos.de/centercross/ns_source/new-rr1.jpg' border='0' alt='user posted image'> niceto joind I think although r-speeds could be lower...
<img src='http://mitglied.lycos.de/centercross/ns_source/new-rr2.jpg' border='0' alt='user posted image'> dunno if this was an idea somewhere before. I admit that I "stole" the dropship, the final will have a custommodel by me, but this can wait for the moment.
<!--QuoteBegin--JezPuh+Jan 17 2004, 08:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Jan 17 2004, 08:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't like the marine start. Too open to me.
And also; DarkATI, please cut out the images when you quote... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> argh, very sorry. Erg. *Edits post w/ pictures.*
why the hell do all you guys rock at putting detail and lighting into your maps? DIE! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
what <b>I DO</b> to create interesting lightning: I just place "light_xxxxx" textures on small faces, that are "left" from creating architecture.
details: details? I thought I removed them all in the worked-over version ^^
does anybody know a programm, that stretches time on the weekends so one has got more time to work on the project and compresses time in the week so the next weekend is close to the last? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
This is likely not the best place for tips like this but your post on how you do lights and details reminded me.
When lighting a map, start out with the dimmest lights and work your way up. That way the bright lights will not block the dim ones and it is easier to create atmosphere.
It works for me anyhow <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Very good work, release material <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I did a lot of rework last month, cause I was forced to do so after the map wont compile correct. too much details so I had to chop it down, some areas look quite different now. oppotunity knocks once, so I changed nearly all textures to the ns2.wad... the results:
after: <img src='http://mitglied.lycos.de/centercross/ns_source/new-rc1.jpg' border='0' alt='user posted image' /> (370 to equal) -> looks more interesting and more "real"
Lets say something first: some people will hate me for this change, I thought about it some days but the only solution to get decent r_speeds was a complete redesign. so I kicked the nice organic locking barholder, decided for a more technical apearance. unfortunately it isnt as creepy as before but I think you will also like it.
after: <img src='http://mitglied.lycos.de/centercross/ns_source/new-rc2.jpg' border='0' alt='user posted image' /> (600 down to 410 max.) -> still optimizing to get more details in this area
>>> So far the reworked ofthe last month. if you think about it: I re-textured ALL faces, I moved each little solid around severall times, I deleted around 1/3 of the architecture solids, that became useless after the optimizing process, fixed the complete lightning, created a complete new ready room... added sounds, removed useless entities by a more "solid" mapping style...
/me thinks I need some holiday... but maybe some cookies from the forum members will do it, too ^^
That I like. I'd try some light spots down the side of the walls at the top right for a little more depth and contrast maybe. Good stuff though, hate to fall off of there fighting.
crono: what exactly does purdy mean? (couldnt find it in the dictionary, neither online nor in a old-fashioned book*)
dux^: thank you, you are right. thats why screenshots in a public forum are so important. will add that in the detailing phase.
frostymoose: I´d liked it ,too. and I wouldnt have changed it. exept for this error... I will adjust the lightning so you will notice no difference <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
* book: archived information writen on flat sheets, called "paper". some people still use it. rofl
after playtesting I had been hit by lightning. shure, the map looks quite good but... the horror had just begun. aliens wasnt able to win ANY match, the marines had the massive advantages of jp usage... omg how I underestimated this! ok. I strated rework... the third time... lets see if it will work NOW!!! some impressions. do yourself a favour and closethe"favourites bar" ^^ left one is the old version (beta 2.1) right one the new (beta 3.0 that is in fact beta 2.2 on rework stage 9):
<img src='http://mitglied.lycos.de/centercross/ns_source/beta2-3_marinebase.jpg' border='0' alt='user posted image' /> moved cc, lowered the whole area
<img src='http://mitglied.lycos.de/centercross/ns_source/beta2-3_garages.jpg' border='0' alt='user posted image' /> rearranged the possible movements of the players. made it closer.
<img src='http://mitglied.lycos.de/centercross/ns_source/beta2-3_vehicleelevevator.jpg' border='0' alt='user posted image' /> changed to a more "close combat" style, so aliens wont be shot down from a distance. the entrance to an airduct under the floorplate (look carefuly <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->)
<img src='http://mitglied.lycos.de/centercross/ns_source/beta2-3_energy.jpg' border='0' alt='user posted image' /> I know, the first pic looks nice, maybe little bit nicer but I had to change it, themarines had a massive advantage and this was pretty annoying because its the last room when you want to reachthe melter hive.
<img src='http://mitglied.lycos.de/centercross/ns_source/beta2-3_supply_junction.jpg' border='0' alt='user posted image' /> just changed it to be more atractive, hope it is no "onos trap" :/
<img src='http://mitglied.lycos.de/centercross/ns_source/beta2-3_tramarea.jpg' border='0' alt='user posted image' /> (my german explanation was half a page long. I cant write all this in english.) removed the area on the left side and replaced it with the area on right side. its the last area in front of the "res compression" hive. it also replaces the "lava path" area some posts before. aliens should have chances on their own territory so I changed nearly a complete path to match this needs. Im thinking about a weder spot that starts thetrain and reveals a more open area so marines change chances by using the little tool ^^
<img src='http://mitglied.lycos.de/centercross/ns_source/beta2-3_cargoelevators.jpg' border='0' alt='user posted image' /> some people like it, some dont. I LOVE IT. the new idea prevents jp/lers from camping this area. and the restower (work in prgress) will add some more actio to this area. and the r-speeds dropped from over 600 to under 400 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
save your faces, you never know where you will need them...
== Lt. Gravity ==
excuse my english... Im very tired from working...
<img src='http://mitglied.lycos.de/adolfkrug/bump.gif' border='0' alt='user posted image' /> Lookin good, but still very open with coloums not big enough to hide a skulks hitbox. But optically it lookz great!
<!--QuoteBegin-Lt.Gravity+Feb 2 2004, 12:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Feb 2 2004, 12:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->crono: what exactly does purdy mean? (couldnt find it in the dictionary, neither online nor in a old-fashioned book*)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> purdy = pretty
<img src='http://mitglied.lycos.de/adolfkrug/bump.gif' border='0' alt='user posted image' /> looks great imho the "energy supply" just looked too good to trash it because of imbalances... make a rr out of it or sth <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
If your trying to balance for aliens put some obsticals in the big open rooms. Usually all it takes is a couple crates or something. Make more vents/passages, every squared corner is an alein advantage.
Comments
That rock texture...its looks to repetetive, try increasing the size or defining the shape a little. Apart from that it looks tasty.
No, not yet. Look at Gravity's signature, he states there how far he is with mapping.
<b>Marinestart</b>
before:
<img src='http://mitglied.lycos.de/centercross/ns_source/ms_2.jpg' border='0' alt='user posted image'>
after:
<img src='http://mitglied.lycos.de/centercross/ns_source/new-ms3.jpg' border='0' alt='user posted image'>
after, with decent lightning:
<img src='http://mitglied.lycos.de/centercross/ns_source/marinestart_beta2_2.jpg' border='0' alt='user posted image'>
<b>Powersupply</b>
before:
<img src='http://mitglied.lycos.de/centercross/ns_source/newsection_1.jpg' border='0' alt='user posted image'>
after:
<img src='http://mitglied.lycos.de/centercross/ns_source/powersupply_bea2_2.jpg' border='0' alt='user posted image'>
before:
<img src='http://mitglied.lycos.de/centercross/ns_source/newsection_2.jpg' border='0' alt='user posted image'>
after:
<img src='http://mitglied.lycos.de/centercross/ns_source/powersupply_bea2_1.jpg' border='0' alt='user posted image'>
this map is going to make me mad *blblblblblblblblbl*
belive it or not: the new, better looking areas lower the solid count about 1/3.
the weird thing: the slight loss of details isnt noticeable bt I will add some more details when the map is done so I know how much detail will be allowed by the compiler. r-speeds are low as hell. its simply amazing! and its shurely worth it.
. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You could have just adjusted your RAD settings.
Chop 90 or higher may have solved your problem. Texchop is adjustable as well depending on your toolset.
~ DarkATi
P.S. Sweet map man!
And also; DarkATI, please cut out the images when you quote...
noone I asked mentioned this before. but all the work has one positiv aspect: the corrections are all of the "after beta"-kind, so I will save a lot of time by doing it YET. also the navigation for alien classes had been improved, onos now can walk in the areas, where they previously had a lot of trouble. I fixed some hallways so they will be more lerk friendly and less face consuming. also adjusted the lightning, removed tons of unnecessary entities and added some more ambience_generic.
also stared with the readyroom from zero on, the old one was a face wasting one! so it comes out like this:
<img src='http://mitglied.lycos.de/centercross/ns_source/new-rr1.jpg' border='0' alt='user posted image'>
niceto joind I think although r-speeds could be lower...
<img src='http://mitglied.lycos.de/centercross/ns_source/new-rr2.jpg' border='0' alt='user posted image'>
dunno if this was an idea somewhere before. I admit that I "stole" the dropship, the final will have a custommodel by me, but this can wait for the moment.
And also; DarkATI, please cut out the images when you quote... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
argh, very sorry. Erg. *Edits post w/ pictures.*
~ DarkATi
I just place "light_xxxxx" textures on small faces, that are "left" from creating architecture.
details:
details? I thought I removed them all in the worked-over version ^^
does anybody know a programm, that stretches time on the weekends so one has got more time to work on the project and compresses time in the week so the next weekend is close to the last? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
When lighting a map, start out with the dimmest lights and work your way up. That way the bright lights will not block the dim ones and it is easier to create atmosphere.
It works for me anyhow <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<b>MARINESTART:</b>
before:
<img src='http://mitglied.lycos.de/centercross/ns_source/ms_2.jpg' border='0' alt='user posted image' />
after:
<img src='http://mitglied.lycos.de/centercross/ns_source/new-ms3.jpg' border='0' alt='user posted image' />
after (with decent lightning):
<img src='http://mitglied.lycos.de/centercross/ns_source/marinestart_beta2_2.jpg' border='0' alt='user posted image' />
(500 down to 330 polies roughly) -> r_speeds
<b>ENERGY SUPPLY:</b>
before:
<img src='http://mitglied.lycos.de/centercross/ns_source/newsection_1.jpg' border='0' alt='user posted image' />
after:
<img src='http://mitglied.lycos.de/centercross/ns_source/powersupply_bea2_2.jpg' border='0' alt='user posted image' />
before:
<img src='http://mitglied.lycos.de/centercross/ns_source/newsection_2.jpg' border='0' alt='user posted image' />
after:
<img src='http://mitglied.lycos.de/centercross/ns_source/powersupply_bea2_1.jpg' border='0' alt='user posted image' />
(650 down to 500 max.) -> still reducing
<b>RESOURCE COMPRESSION HIVE:</b>
before:
<img src='http://mitglied.lycos.de/centercross/ns_source/reshive.jpg' border='0' alt='user posted image' />
after:
<img src='http://mitglied.lycos.de/centercross/ns_source/new-rc1.jpg' border='0' alt='user posted image' />
(370 to equal) -> looks more interesting and more "real"
<b>"The Hole" (previously "Resource Extraction):</b>
Lets say something first: some people will hate me for this change, I thought about it some days but the only solution to get decent r_speeds was a complete redesign. so I kicked the nice organic locking barholder, decided for a more technical apearance. unfortunately it isnt as creepy as before but I think you will also like it.
before:
<img src='http://mitglied.lycos.de/centercross/ns_source/walkways.jpg' border='0' alt='user posted image' />
after:
<img src='http://mitglied.lycos.de/centercross/ns_source/new-rc2.jpg' border='0' alt='user posted image' />
(600 down to 410 max.) -> still optimizing to get more details in this area
>>> So far the reworked ofthe last month. if you think about it: I re-textured ALL faces, I moved each little solid around severall times, I deleted around 1/3 of the architecture solids, that became useless after the optimizing process, fixed the complete lightning, created a complete new ready room... added sounds, removed useless entities by a more "solid" mapping style...
/me thinks I need some holiday... but maybe some cookies from the forum members will do it, too ^^
Btw, that dropship thing looks awesome. Too bad it's for Spectator. You should make it for Random Team or something that more people would use.
[EDIT]P.S. Get your own damned cookies ^_^
That I like. I'd try some light spots down the side of the walls at the top right for a little more depth and contrast maybe. Good stuff though, hate to fall off of there fighting.
dux^: thank you, you are right. thats why screenshots in a public forum are so important. will add that in the detailing phase.
frostymoose: I´d liked it ,too. and I wouldnt have changed it. exept for this error... I will adjust the lightning so you will notice no difference <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
* book: archived information writen on flat sheets, called "paper". some people still use it. rofl
ok.
I strated rework... the third time...
lets see if it will work NOW!!!
some impressions. do yourself a favour and closethe"favourites bar" ^^
left one is the old version (beta 2.1) right one the new (beta 3.0 that is in fact beta 2.2 on rework stage 9):
<img src='http://mitglied.lycos.de/centercross/ns_source/beta2-3_marinebase.jpg' border='0' alt='user posted image' />
moved cc, lowered the whole area
<img src='http://mitglied.lycos.de/centercross/ns_source/beta2-3_garages.jpg' border='0' alt='user posted image' />
rearranged the possible movements of the players. made it closer.
<img src='http://mitglied.lycos.de/centercross/ns_source/beta2-3_vehicleelevevator.jpg' border='0' alt='user posted image' />
changed to a more "close combat" style, so aliens wont be shot down from a distance. the entrance to an airduct under the floorplate (look carefuly <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->)
<img src='http://mitglied.lycos.de/centercross/ns_source/beta2-3_vehicleelevevator3.jpg' border='0' alt='user posted image' />
frontview
<img src='http://mitglied.lycos.de/centercross/ns_source/beta2-3_vehicleelevevator2.jpg' border='0' alt='user posted image' />
the ceiling (without details)
<img src='http://mitglied.lycos.de/centercross/ns_source/beta2-3_energy.jpg' border='0' alt='user posted image' />
I know, the first pic looks nice, maybe little bit nicer but I had to change it, themarines had a massive advantage and this was pretty annoying because its the last room when you want to reachthe melter hive.
<img src='http://mitglied.lycos.de/centercross/ns_source/beta2-3_supply_junction.jpg' border='0' alt='user posted image' />
just changed it to be more atractive, hope it is no "onos trap" :/
<img src='http://mitglied.lycos.de/centercross/ns_source/beta2-3_tramarea.jpg' border='0' alt='user posted image' />
(my german explanation was half a page long. I cant write all this in english.)
removed the area on the left side and replaced it with the area on right side.
its the last area in front of the "res compression" hive. it also replaces the "lava path" area some posts before. aliens should have chances on their own territory so I changed nearly a complete path to match this needs. Im thinking about a weder spot that starts thetrain and reveals a more open area so marines change chances by using the little tool ^^
<img src='http://mitglied.lycos.de/centercross/ns_source/beta2-3_cargoelevators.jpg' border='0' alt='user posted image' />
some people like it, some dont. I LOVE IT. the new idea prevents jp/lers from camping this area. and the restower (work in prgress) will add some more actio to this area. and the r-speeds dropped from over 600 to under 400 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
save your faces, you never know where you will need them...
== Lt. Gravity ==
excuse my english... Im very tired from working...
Lookin good, but still very open with coloums not big enough to hide a skulks hitbox. But optically it lookz great!
purdy = pretty
American slang
looks great
imho the "energy supply" just looked too good to trash it because of imbalances... make a rr out of it or sth <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
keep up the good work^^