<!--QuoteBegin-Lt.Gravity+Jun 17 2004, 01:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Jun 17 2004, 01:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> working like hell, believe me! I just created the concept for a brand new world model that will be included in this map.
see what I have so far: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=73376' target='_blank'>"Mining-Assistant"</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> apc like this one?
believe me I WONT release anything that I dont like. so be patient, I thinkits wrth it. and one more thing: the person that cant wait to play it THE MOST is... ME!!!
lightning: its only his blend because I "fixed" the screenshots. they were so dark that you hardly could see anything. so I used the "brightness/contrast" tool but it turned out... weird. the contrast ingame is no super-contrast like you see it on many maps today. but its enough to please the eye. and it does its ob to add to the *cough cough*-loads-of-dust-in-the-air-effect.
and every day I pray to the mappers god that the compiler wont refuse to compile the whole thing. *kneels down to pray*
Looking good so far! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
so Im still working on this. Im on holidays now and although the wheather is nice outside the chances that this map will be in 100% beta stage are quite good. one problem I have atm is the high overall faces count. havent compiled yet but I think this might be a problem. I spend the last week with adding/removing details and worked out a layout for the last locations, esspecially the routes through the rocks to the "source" hive. Im working at the center area. this is quite fun because the map now gets a lttle bit of a complex layout. as soon as I have fixed and compiled the last changes, I will post the layout map.
Its only a question of days now, stay tuned. *prays*
guess what? *sigh* so I nearly made the "finishing move" on this one. but when I tried to compile... vising error. *sighs again* so I have to go over this again, the 4th time now. this will never be finished...
facts: 2 sections missing, 2 hallways missing, redesign of source hive 1st room to match the rest of the map hallways´. I spend a lot of time the last 3 weeks to finally put some parts together but the attitude may vary from time to time. one cause might be the bad things that come to you when you want to achieve the good things. *sad*
never mind. thanks to the positiv reply to my project. it keeps me going <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
a gift to the patient. dont burn me. and exuse my english, Im very tired and hardly could "construct" any of these sentences by my own <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<span style='font-size:10pt;line-height:100%'>exit to the mines and personal elevator</span> <img src='http://mitglied.lycos.de/centercross/ns_source/before_source.jpg' border='0' alt='user posted image' />
<span style='font-size:10pt;line-height:100%'>crusher concept</span> this is one of the completely new areas in the map. like you can see its more like a rough sketch what it wll look like, the lightning is quite too dark, only the ceiling architecture and the crusher itself is finished and textured. on the right there is a frame for a connection corridor to the sewers of the ore melter. in the middle behind the right corner of the crusher is one of the exits, this one leading to the resource processing. I think you will like that. the path leadsover this giant machine <!--emo&:p--><img src='http://www.natural-selection.org/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> I tried a few skulk "stunts", that might be one the most important parts within the map and the possible movements are just amazing. <img src='http://mitglied.lycos.de/centercross/ns_source/crusher_concept.jpg' border='0' alt='user posted image' />
You have got to send this to flay when its done. This should be official along with ether and rust. Remove some badly balanced map like mineshaft or something. This map is so sexy i wet my pants.
<!--QuoteBegin-coris+Aug 21 2004, 02:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Aug 21 2004, 02:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Remove some badly balanced map like mineshaft or something. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I dont think any map will be removed from the maps folder, unless the creators refuse to change it to fit the newest ns version <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> btw: I started the map and the concept before the 2.0. to this time not there was not even a single screenshot published from mineshaft. so this similar setting is quite a coincidence <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> although the massive additiv vertex manipulated surfaces drive me mad atm. stats: need some more days to finish.... 1. an important corridor 2. the last "in progress" area in front of the last hive.
but like I said the vertex manipulation is really cruel. some mappers do more simple stuff. I do it the hard way. and even yet I have to pay for it...
<!--QuoteBegin-Lt.Gravity+Aug 24 2004, 03:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Aug 24 2004, 03:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-coris+Aug 21 2004, 02:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Aug 21 2004, 02:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Remove some badly balanced map like mineshaft or something. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I dont think any map will be removed from the maps folder, unless the creators refuse to change it to fit the newest ns version <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> btw: I started the map and the concept before the 2.0. to this time not there was not even a single screenshot published from mineshaft. so this similar setting is quite a coincidence <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> although the massive additiv vertex manipulated surfaces drive me mad atm. stats: need some more days to finish.... 1. an important corridor 2. the last "in progress" area in front of the last hive.
but like I said the vertex manipulation is really cruel. some mappers do more simple stuff. I do it the hard way. and even yet I have to pay for it... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Iirc, there was a map that was on the chopping block dependant on weather it was going to get furture updates or not, I could have sworn it was mineshaft too...
I have no idea how that turned out though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<a href='http://mitglied.lycos.de/centercross/ns_source/source2.jpg' target='_blank'>http://mitglied.lycos.de/centercross/ns_source/source2.jpg</a> - change the texture on the supports here, it doesn't look very nice <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->.
Plus, I've noticed a trend where all your lights seem not to be producing any light (<a href='http://mitglied.lycos.de/centercross/ns_source/res_processing.jpg' target='_blank'>http://mitglied.lycos.de/centercross/ns_so..._processing.jpg</a> for example). Try using less light textures, but tweaking your lighting so it produces more light. Remember also that the overlay textures are your friend <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.
<!--QuoteBegin-Cobra^+Aug 24 2004, 08:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cobra^ @ Aug 24 2004, 08:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><a href='http://mitglied.lycos.de/centercross/ns_source/source2.jpg' target='_blank'>http://mitglied.lycos.de/centercross/ns_source/source2.jpg</a> - change the texture on the supports here, it doesn't look very nice.
Plus, I've noticed a trend where all your lights seem not to be producing any light (<a href='http://mitglied.lycos.de/centercross/ns_source/res_processing.jpg' target='_blank'>http://mitglied.lycos.de/centercross/ns_so..._processing.jpg</a> for example). Try using less light textures, but tweaking your lighting so it produces more light. Remember also that the overlay textures are your friend.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> what texture EXACTLY?
to statement 2: you are right, the screenshot looks little weird. but what do you think the actual light comes from, if not the textures <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> I try to light the rooms and hallways following an easy pattern: I create a "lightvolume", consisting of light in different colors, since this map should look more natural, Im only using warm light colors, exept two bright texture lights (that only are used to create the a slight feeling of artificial light. and to avoid the view onto this overbrighted light textures I often create borders, bars etc. with the lightsource behind. maybe I should darken these textures. but in one point I have to disagree MASSIVELY: overlay textures are your worst ENEMY! the use of overlays should be thought over more than 3 times. this wastd entites can be more useful as additional entities for atmosphere like ambient sounds, seethrough objects, glass, ladders... I wantto keep the entity count as low a possible in THAT case.
know what? you are one of the few people that actually give constructive critique <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
belgarion: understood! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> but I think this will be part of the detailing part. first of all I have to make shure this map plays well. only thing missing NOW is the last location in front of the "The Source" hive, will be finished in 2-3 days. but dont exspect the beta too soon. I will have a fight with my compiling tools, maybe will have to add ALL necessary clip brushes and maybe have to reduce overall face count.
and the most important but most funny (and even the most "finishing") move had not been done yet: to name the locations. ^^ *prays to the god of vertex manipulation*
so you guys, its 30 minutes till midnight, I mterrible tired, have to work tomorrow (so have to get up early) and my right eye hurts. this far my personal status <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
the maps status: yellow means "work in progress" although 50% of work in progress is finished work but not yet connected to the map (like the "source" hive). names are the names of the hivelocations, ms means milkshake, greendots maybe peas, maybe not... dont moan about the quality, its just an oversized map overview from ns2.0 (since I refuse mapping under steam). juts compiled it with no specific parameters, bashed some leaks out and ended up with the patches error as exspected. luckyly there is no vising err, so there will be enough space left to calculate rest of the map.
nearly forgot the picture, writing this whole ****. <img src='http://mitglied.lycos.de/centercross/source_fin.jpg' border='0' alt='user posted image' />
dont get me wrong, I really do my best and Im the person that wants to see this map in beta release THE MOST but Im tired and frustrated and hope to survive another day to work on this baby. marry christmas.... *confused* erm... where is my pillow?
Me too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
ahhh yes. i'm glad to see it's finally close to being finished. you know <a href='http://mitglied.lycos.de/centercross/ns_source/newsection_2.jpg' target='_blank'>this</a> is the picture that inspired me to make co_sift? ^_^
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
This is a very impressive looking map. My only suggestion from the shots would be to replace some of the light textures that look like they need overlays with light textures that don't. In general, great work.
<!--QuoteBegin-Belgarion+Sep 5 2004, 09:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Belgarion @ Sep 5 2004, 09:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ahhh yes. i'm glad to see it's finally close to being finished. you know <a href='http://mitglied.lycos.de/centercross/ns_source/newsection_2.jpg' target='_blank'>this</a> is the picture that inspired me to make co_sift? ^_^ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> but (un-)fortunately you wont see this area like this in the map. like I said I made a some changes: 1. redesign and replacing all textures with the ns2.wad 2. redesigning the area COMPLETELY after first unofficial betatest because aliens had no chance in this WIDE area, that was a general mapproblem, as soon as th marines got jp they won EVERY match. 3. last week: redesign to look less blocky and to match the doorway to the ladder <img src='http://mitglied.lycos.de/centercross/ns_source/energy_supply.jpg' border='0' alt='user posted image' />
moultano: thx for the advice, this will be very important after the betatest.
omg, I just noticed another problem. r_speeds. peak of 630!!! thats definetely to much for this kind of brushwork <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> I think this map will be extremely playable even with older systems. peak allover the map (exept the one with 620) ist 550, average of 380. quite good, isnt it?
620 is pretty good, my r_speeds peaks are usually 800 or so <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-Lt.Gravity+Sep 6 2004, 06:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Sep 6 2004, 06:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Belgarion+Sep 5 2004, 09:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Belgarion @ Sep 5 2004, 09:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ahhh yes. i'm glad to see it's finally close to being finished. you know <a href='http://mitglied.lycos.de/centercross/ns_source/newsection_2.jpg' target='_blank'>this</a> is the picture that inspired me to make co_sift? ^_^ <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> but (un-)fortunately you wont see this area like this in the map. like I said I made a some changes: 1. redesign and replacing all textures with the ns2.wad 2. redesigning the area COMPLETELY after first unofficial betatest because aliens had no chance in this WIDE area, that was a general mapproblem, as soon as th marines got jp they won EVERY match. 3. last week: redesign to look less blocky and to match the doorway to the ladder <img src='http://mitglied.lycos.de/centercross/ns_source/energy_supply.jpg' border='0' alt='user posted image' />
moultano: thx for the advice, this will be very important after the betatest.
omg, I just noticed another problem. r_speeds. peak of 630!!! thats definetely to much for this kind of brushwork <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> I think this map will be extremely playable even with older systems. peak allover the map (exept the one with 620) ist 550, average of 380. quite good, isnt it? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Not everyone loves the NS2.wad nor does it always need to be used <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Go old school, or mix and match <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
MasterGgmfbstJoin Date: 2003-08-24Member: 20169Members, Squad Five Blue
I like your work. I also agree with some of the lights not seeming to emit any light, but that's just a question of tweakage. Nice looking so far. Keep it up! And, don't talk about high r_speeds with 650, that low.. My marine start peaks at 950-1050.. And that's the MS.
Comments
YOu've just GOT to have an AVP apc model in there.
I just created the concept for a brand new world model that will be included in this map.
see what I have so far:
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=73376' target='_blank'>"Mining-Assistant"</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
apc like this one?
believe me I WONT release anything that I dont like. so be patient, I thinkits wrth it. and one more thing: the person that cant wait to play it THE MOST is... ME!!!
lightning: its only his blend because I "fixed" the screenshots. they were so dark that you hardly could see anything. so I used the "brightness/contrast" tool but it turned out... weird.
the contrast ingame is no super-contrast like you see it on many maps today. but its enough to please the eye. and it does its ob to add to the *cough cough*-loads-of-dust-in-the-air-effect.
and every day I pray to the mappers god that the compiler wont refuse to compile the whole thing. *kneels down to pray*
you should post a comment to the MAP at least...
(search the modelling forum, I got it from there.)
Looking good so far! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
but then:
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=34&t=74574' target='_blank'>read about the error</a>
Im on holidays now and although the wheather is nice outside the chances that this map will be in 100% beta stage are quite good.
one problem I have atm is the high overall faces count. havent compiled yet but I think this might be a problem. I spend the last week with adding/removing details and worked out a layout for the last locations, esspecially the routes through the rocks to the "source" hive. Im working at the center area. this is quite fun because the map now gets a lttle bit of a complex layout. as soon as I have fixed and compiled the last changes, I will post the layout map.
Its only a question of days now, stay tuned. *prays*
man, how long you been mapping? That's just crazy good!
*sigh*
so I nearly made the "finishing move" on this one. but when I tried to compile... vising error. *sighs again* so I have to go over this again, the 4th time now. this will never be finished...
facts: 2 sections missing, 2 hallways missing, redesign of source hive 1st room to match the rest of the map hallways´.
I spend a lot of time the last 3 weeks to finally put some parts together but the attitude may vary from time to time. one cause might be the bad things that come to you when you want to achieve the good things. *sad*
never mind. thanks to the positiv reply to my project. it keeps me going <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
a gift to the patient. dont burn me. and exuse my english, Im very tired and hardly could "construct" any of these sentences by my own <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<span style='font-size:10pt;line-height:100%'>resource extraction site</span>
<img src='http://mitglied.lycos.de/centercross/ns_source/res_extraction_site.jpg' border='0' alt='user posted image' />
<span style='font-size:10pt;line-height:100%'>exit to the mines and personal elevator</span>
<img src='http://mitglied.lycos.de/centercross/ns_source/before_source.jpg' border='0' alt='user posted image' />
<span style='font-size:10pt;line-height:100%'>resource processing (container elevators)</span>
<img src='http://mitglied.lycos.de/centercross/ns_source/res_processing.jpg' border='0' alt='user posted image' />
<span style='font-size:10pt;line-height:100%'>crusher concept</span>
this is one of the completely new areas in the map. like you can see its more like a rough sketch what it wll look like, the lightning is quite too dark, only the ceiling architecture and the crusher itself is finished and textured. on the right there is a frame for a connection corridor to the sewers of the ore melter. in the middle behind the right corner of the crusher is one of the exits, this one leading to the resource processing. I think you will like that. the path leadsover this giant machine <!--emo&:p--><img src='http://www.natural-selection.org/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> I tried a few skulk "stunts", that might be one the most important parts within the map and the possible movements are just amazing.
<img src='http://mitglied.lycos.de/centercross/ns_source/crusher_concept.jpg' border='0' alt='user posted image' />
This should be official along with ether and rust.
Remove some badly balanced map like mineshaft or something. This map is so sexy i wet my pants.
I dont think any map will be removed from the maps folder, unless the creators refuse to change it to fit the newest ns version <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
btw: I started the map and the concept before the 2.0. to this time not there was not even a single screenshot published from mineshaft. so this similar setting is quite a coincidence <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> although the massive additiv vertex manipulated surfaces drive me mad atm.
stats: need some more days to finish....
1. an important corridor
2. the last "in progress" area in front of the last hive.
but like I said the vertex manipulation is really cruel. some mappers do more simple stuff. I do it the hard way. and even yet I have to pay for it...
I dont think any map will be removed from the maps folder, unless the creators refuse to change it to fit the newest ns version <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
btw: I started the map and the concept before the 2.0. to this time not there was not even a single screenshot published from mineshaft. so this similar setting is quite a coincidence <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> although the massive additiv vertex manipulated surfaces drive me mad atm.
stats: need some more days to finish....
1. an important corridor
2. the last "in progress" area in front of the last hive.
but like I said the vertex manipulation is really cruel. some mappers do more simple stuff. I do it the hard way. and even yet I have to pay for it... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Iirc, there was a map that was on the chopping block dependant on weather it was going to get furture updates or not, I could have sworn it was mineshaft too...
I have no idea how that turned out though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Plus, I've noticed a trend where all your lights seem not to be producing any light (<a href='http://mitglied.lycos.de/centercross/ns_source/res_processing.jpg' target='_blank'>http://mitglied.lycos.de/centercross/ns_so..._processing.jpg</a> for example). Try using less light textures, but tweaking your lighting so it produces more light. Remember also that the overlay textures are your friend <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.
Plus, I've noticed a trend where all your lights seem not to be producing any light (<a href='http://mitglied.lycos.de/centercross/ns_source/res_processing.jpg' target='_blank'>http://mitglied.lycos.de/centercross/ns_so..._processing.jpg</a> for example). Try using less light textures, but tweaking your lighting so it produces more light. Remember also that the overlay textures are your friend.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
what texture EXACTLY?
to statement 2: you are right, the screenshot looks little weird. but what do you think the actual light comes from, if not the textures <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I try to light the rooms and hallways following an easy pattern: I create a "lightvolume", consisting of light in different colors, since this map should look more natural, Im only using warm light colors, exept two bright texture lights (that only are used to create the a slight feeling of artificial light.
and to avoid the view onto this overbrighted light textures I often create borders, bars etc. with the lightsource behind. maybe I should darken these textures.
but in one point I have to disagree MASSIVELY: overlay textures are your worst ENEMY! the use of overlays should be thought over more than 3 times. this wastd entites can be more useful as additional entities for atmosphere like ambient sounds, seethrough objects, glass, ladders... I wantto keep the entity count as low a possible in THAT case.
know what? you are one of the few people that actually give constructive critique <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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shaped brush.. sorry for the askii art, but i don't wanna load up vhe.
:edit: The askii art was borked...
but I think this will be part of the detailing part. first of all I have to make shure this map plays well. only thing missing NOW is the last location in front of the "The Source" hive, will be finished in 2-3 days. but dont exspect the beta too soon. I will have a fight with my compiling tools, maybe will have to add ALL necessary clip brushes and maybe have to reduce overall face count.
and the most important but most funny (and even the most "finishing") move had not been done yet: to name the locations. ^^
*prays to the god of vertex manipulation*
the maps status:
yellow means "work in progress" although 50% of work in progress is finished work but not yet connected to the map (like the "source" hive). names are the names of the hivelocations, ms means milkshake, greendots maybe peas, maybe not...
dont moan about the quality, its just an oversized map overview from ns2.0 (since I refuse mapping under steam). juts compiled it with no specific parameters, bashed some leaks out and ended up with the patches error as exspected. luckyly there is no vising err, so there will be enough space left to calculate rest of the map.
nearly forgot the picture, writing this whole ****.
<img src='http://mitglied.lycos.de/centercross/source_fin.jpg' border='0' alt='user posted image' />
dont get me wrong, I really do my best and Im the person that wants to see this map in beta release THE MOST but Im tired and frustrated and hope to survive another day to work on this baby. marry christmas.... *confused* erm... where is my pillow?
but (un-)fortunately you wont see this area like this in the map. like I said I made a some changes:
1. redesign and replacing all textures with the ns2.wad
2. redesigning the area COMPLETELY after first unofficial betatest because aliens had no chance in this WIDE area, that was a general mapproblem, as soon as th marines got jp they won EVERY match.
3. last week: redesign to look less blocky and to match the doorway to the ladder
<img src='http://mitglied.lycos.de/centercross/ns_source/energy_supply.jpg' border='0' alt='user posted image' />
moultano: thx for the advice, this will be very important after the betatest.
omg, I just noticed another problem. r_speeds. peak of 630!!! thats definetely to much for this kind of brushwork <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> I think this map will be extremely playable even with older systems. peak allover the map (exept the one with 620) ist 550, average of 380. quite good, isnt it?
but (un-)fortunately you wont see this area like this in the map. like I said I made a some changes:
1. redesign and replacing all textures with the ns2.wad
2. redesigning the area COMPLETELY after first unofficial betatest because aliens had no chance in this WIDE area, that was a general mapproblem, as soon as th marines got jp they won EVERY match.
3. last week: redesign to look less blocky and to match the doorway to the ladder
<img src='http://mitglied.lycos.de/centercross/ns_source/energy_supply.jpg' border='0' alt='user posted image' />
moultano: thx for the advice, this will be very important after the betatest.
omg, I just noticed another problem. r_speeds. peak of 630!!! thats definetely to much for this kind of brushwork <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> I think this map will be extremely playable even with older systems. peak allover the map (exept the one with 620) ist 550, average of 380. quite good, isnt it? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Not everyone loves the NS2.wad nor does it always need to be used <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Go old school, or mix and match <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
And, don't talk about high r_speeds with 650, that low.. My marine start peaks at 950-1050.. And that's the MS.