Ns_source

Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members Posts: 1,594
edited June 2004 in Mapping Forum
finally... Im brave enough ^^
EDIT: Please start reading this thread at one of the last pages because the pictures bellow are OUTDATED!


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.

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various (random) pictures:

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maybe all the years of mapping will finally end in a map that is at least some kind of playable...
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Comments

  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned Posts: 4,109
    Nice work, and eh... is that a hell-fade in that last pic?
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  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members Posts: 470
    Nice screenshots smile.gif I'm realy impressed...
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    Playing NS since 1.0
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  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members Posts: 842 Advanced user
    Don't use the bast logo, because it is the bast logo. But other then that very nice, although the lighting is a little dull in the first pic
    user posted image
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation Posts: 2,385
    edited November 2003
    QUOTE (JezPuh @ Nov 27 2003, 08:40 PM)
    Nice work, and eh... is that a hell-fade in that last pic?

    No, it's Hellfade v2, aka Hellnos, my own version of it ^^ He put it in for size comparisons.

    Anyway, great map Gravi
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  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members Posts: 1,594
    @ tseepra:
    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.

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  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members Posts: 3,975
    absolutely awesome, dude.

    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)
    QUOTE(esuna)
    In short, stop just looking at screenshots and thinking "JESUS CHRIST! THAT ENGINE IS PERFECT BECAUSE IT LOOKS LIKE x GAME! MY COLON EXPLODED!"
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation Posts: 2,385
    The rines spawning in another location than where they will build is just a little something to create a deeper atmosphere. And they can't reloc there, it is too high for the comm to see it.
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  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members Posts: 3,022
    The area portrayed in the 3rd screen has a lot of potential, but the rock face is completely flat. Even a slight amount of vertex editing would make it look a lot more believable and attractive, give it a go.
    Apart from that, it's looking promising. Do continue smile.gif
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members Posts: 1,594
    like I said before its in developement. in the 3rd screenshot you cant evene see the connection to the maintanance suppoert area, there is just a black wall tounge.gif this area needs some rework but will do fine in pre-beta test. AND the r-speeds are too high! (bout 550)

    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 tounge.gif 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".

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  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members Posts: 1,271
    wow nice looking map! smile.gif
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  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation Posts: 4,412
    Looks really nice. Keep at it!
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation Posts: 4,859
    I do have a solution for your problem -- move your CC. Have the marines beginning spawn point on the elevator by the surface, they take the elevator down, and get in CC.

    Atmospheric entrance. Bawm.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members Posts: 1,393 Fully active user
    impressive work.
    Great lighting, very nicely done.

    Got any infested parts of your maps you could show?
    *NUKED.* Do not evade the swear filter. -Talesin
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  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members Posts: 1,594
    edited November 2003
    additional pictures:

    user posted image
    newer version with fewer polies and nearly none entities. but this is not to obvious smile.gif

    user posted image
    energy supply area. final beta but to this time it wasnt conncted t the rest of the map (black wall)

    user posted image
    outer ramp of marinestart, "west route"

    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 ^^
    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"...

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  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members Posts: 822
    I feel flattered that you are trying to finish your beautiful map on MY birthday! Thanx. (Didn't know you are that good at mapping... well the time was surely worth it.)
    All you ever wanted to know about -texchop & -subdivide:
    Texture dimensions vs. appearance, memory, and r_speeds
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation Posts: 8,207 mod
    This looks like a very nice map. I might even download it, and everyone knows how few custom maps I download since the "great deletion of custom stuff caused by 2.0 deleting and replacing instead of overwriting your ns folder"....mweheh
  • gl0begl0be Join Date: 2003-11-11 Member: 22620Members, Constellation Posts: 15
    The map looks great, keep up the good work. smile.gif
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members Posts: 3,541
    interesting.... smile.gif

    the maplayout looks promising.
    user posted image
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  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members Posts: 1,594
    for all the guys who are interested:
    little "mapping guide" based on the "energy supply" area on ns_source

    first: basic architecture
    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)

    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...

    user posted image

    user posted image

    second: additional architecture
    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... confused.gif

    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.

    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: pepper and salt
    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 ^^

    user posted image

    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 wink.gif

    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


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  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members Posts: 842 Advanced user
    Man that's really nice, I really like the lighting, alot of dark places which most ns maps imo lack, and the res "stand" is also cool. I also like the combining of rock and gravel with inside areas. The biggest problem I have in mapping is making realistic looking rock walls without getting an army of errors.
    user posted image
  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation Posts: 622
    Nice map man, a problem for the double nodes that may be thier close placement for the aliens especially to place them, try and place them so that the range to drop the rts for marines and aliens don't overlap so much.

    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
    user posted image

    QUOTE (Nemesis Zero)
    ***Locked.*** (God, I missed this...)
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members Posts: 1,594
    QUOTE (aonmus.r2 @ Dec 3 2003, 07:27 PM)
    Nice map man, a problem for the double nodes that may be thier close placement for the aliens especially to place them, try and place them so that the range to drop the rts for marines and aliens don't overlap so much.

    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

    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.

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  • SMOKEDHAMSMOKEDHAM Join Date: 2003-04-11 Member: 15412Members Posts: 108
    edited December 2003
    my b, didnt read the original post
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  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation Posts: 1,064
    Ogmmgogmgmgmmomg

    ND

    Great cool area you have there.......

    Im bored
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  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members Posts: 842 Advanced user
    QUOTE (SMOKEDHAM @ Dec 4 2003, 08:46 AM)
    Very cool map, one important suggestion. In order to get to "last contact" hive it appears you must go through either "melter hive" or "res compression hive". This alone makes Last contact a 10X better hive strategically than any other hive. To balance the hives out I suggest creating a hall way from cargo bay -> cooling pump or from cargo bay -> res extraction. In NS marines NEED to be able to pressure the hive. Just a little fact that you may find useful is NOT ONE of the best competitive maps requires passing through a hive to get to another hive.

    You might not have noticed but there is a question mark (?) there meaning that there will be atleast one hallway leading to contract hive.
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  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation Posts: 2,385
    QUOTE (aonmus.r2 @ Dec 4 2003, 02:27 AM)
    Nice map man, a problem for the double nodes that may be thier close placement for the aliens especially to place them, try and place them so that the range to drop the rts for marines and aliens don't overlap so much.

    I think you are referring to this pic:

    user posted image

    Well, one of these nozzles is not functional, it's just decoration smile.gif
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  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members Posts: 1,594
    thx obst for making that clear ^^
    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.

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  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members Posts: 898
    QUOTE (Lt.Gravity @ Dec 3 2003, 01:54 PM)
    user posted image

    Dude... i swear. UT2k3 right there man. I love it to death.
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    QUOTE(moultano @ Jul 15 2005, 02:29 PM)
    Man . . . . HL mapping FTL.

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  • Silencer9Silencer9 Candidate for B.Sc. Join Date: 2003-08-05 Member: 18967Members, Reinforced - Shadow Posts: 284 Advanced user
    !!! UNBELIVEABLE !!!
    !!! OUTSTANDING !!!
    !!! IMPRESSIVE !!!
    !!! SPEECHLESS !!!
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation Posts: 8,207 mod
    Did this get released yet?
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