Ns_ihaven'tnamedityet

therealwiretherealwire Join Date: 2002-09-10 Member: 1307Members
<div class="IPBDescription">From out of the darkness...</div>Arright, i haven't posted a single thing in this forum but i've been secretly watching the progression of ns while working on my own ns map, and as my map approaches almost-done-ness, i've decided to post a few shots to see what you guys think. feel free to be as brutal as you wish (but i like positive stuff too).

  -wire

Comments

  • therealwiretherealwire Join Date: 2002-09-10 Member: 1307Members
  • therealwiretherealwire Join Date: 2002-09-10 Member: 1307Members
  • therealwiretherealwire Join Date: 2002-09-10 Member: 1307Members
  • therealwiretherealwire Join Date: 2002-09-10 Member: 1307Members
  • therealwiretherealwire Join Date: 2002-09-10 Member: 1307Members
  • therealwiretherealwire Join Date: 2002-09-10 Member: 1307Members
  • therealwiretherealwire Join Date: 2002-09-10 Member: 1307Members
  • therealwiretherealwire Join Date: 2002-09-10 Member: 1307Members
    and... hngguah. all done. tell me what ya think.
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    Looking great, I like the curves in the last pic <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    not bad, but i think teh lightning need some work(i know im not better).  But else, not bad, sometime you should add some details...
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <b>Pic One</b> - Too much infestation on the ground, too little on the walls.  If you reversed the all texture it would look much better.
    <b>Pic Two</b> - I really like this metal theme you got going here.  It makes it look like a tomb.  There should be a little more added to this shot thought, maybe more lighting contrast?  Possible a particle effect - unless it is about 20 feet from marine spawn you could make this room darker and add some scray lightspots!4
    <b>Pic Three</b> - Very cool - I would say 'add something' but at what cost to r_speeds?  If r_speeds are low enough a particle effect could really make the room come alive.  I love your brushwork on those 'pillars.'  You can always add a resrouce node.
    <b>Pic Four</b> - Is that a set on a movie?  That is one great looking hallway you got there - and I just love that light in the upper right corner.  However, making the area darker, (if close enough to hives, etc) and maybe adding a few more lights could help out.  Its your call, I like this hallway a lot.
    <b>Pic Five</b> - That blue light looks out of place and unneeded.  Where is it coming from?  Get rid of that, make this area darker and you are in business.
    <b>Pic Six</b> - Nice shot, like it a lot.  Your railing does not look shiny, or overpowering and the pillars give off a nice shadow effect becuase of the lights.  Assuming it close to marine spawn - this is good.
    <b>Pic Seven</b> - Mmmmmmmm!  Really nice here!  I suggest you make this area darker, it would _really_ give it more life.
    <b>Pic Eight</b> - Love the curves!  Nice height for the water, it looks like it comes up to the marines knees.  Bobs (Or skulks, ick) might have to adapt how they play in this area due to that water, the curvy roof would make that quite intersting.

    Overall: Amazing brushwork, and textures.  I didn't see any resrouce nodes, and a layout would be nice.  I suggest making your whole map one step darker, at least where the alien side starts to take over.
  • therealwiretherealwire Join Date: 2002-09-10 Member: 1307Members
    sentrysteve- wow, that's exactly what i'm looking for. just to fill you in though, pic3 is a hive, so i'm going to leave it open so they can build stuff there... and in pic8, the water is roughly ankle-deep, i just took the shot real low. makes a nice splish-splash sound as you run through it. I've been hesitant to cut the lighting more (i've actually done it once, believe it or not) but i think i'll be taking your advice.

    asraniel- like what?

    carbon14-thanks, i rock

    I'll post more as they come.
  • therealwiretherealwire Join Date: 2002-09-10 Member: 1307Members
    oh- and a layout for you. the scale in a few places is a bit off, but the overall layout is correct. the problem i am facing, however, is that the map moves out-of-bounds on the minimap in commander mode, that is, the laft and right side are cut off due to the lip of the console. any suggestions or am i just going to have to shorten some hallways?

      -wire
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Quite the intriguing map!

    I like your architecture, especially all the interesting angles and curves.  I think the only pic I didn't really like is that wide-open hive shot.  Mostly because I see this big multi-tiered room, and I think two things:  1) Textures and lighting are *very* simple, especially compared to other areas, and 2) What's the room *for*?

    Note to all mappers:  Aliens don't need as much building space as marines, and their buildings are frequently built outside of the hive rooms.  Therefore, a small hive room is definitely a possibility, and can add a lot of atmosphere - the smaller the room, the larger and more menacing the Hive looks.

    As for this particular hive room, I'm not saying scrap it.  Rather, make it more interesting.  The first way to do it is to mix up your textures; the 2nd is to make more dramatic lighting.  Infestation everywhere will have broken some lights, and others will probably be malfunctioning.  The last way is to add more interesting things to the room - give it a purpose, and fill it with things suited to that purpose.  Hera's ventilation hive, for instance, is approached through large ducts; when you reach the hive itself, it's dominated by an enormous, slow-moving fan in the ceiling.

    With regard to your layout, for the most part it's pretty solid.  However, the left side needs a little work.  First, the left-hand hive is very isolated; I might suggest making that nearby alien-only vent marine-accessible.  Second, the hallway that runs behind the Marine Start (I assume that's what DV is) will almost never be used; there's no point for either species, really.

    I would also add a few more resource nodes... scarcity right now will make this map run out of resources frustratingly fast.  A nice way to do it is to just put a node in or near each start zone ("near" is generally visible after no more than a 5-second walk from the start area).



    <!--EDIT|coil|Sep. 10 2002,09:18-->
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    I like it!  You seem to map pretty fast!  Good work <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • biobrainbiobrain Join Date: 2002-02-18 Member: 224Members
    second shot, you need some detail on the bottom of the right wall.
  • gutterclutchgutterclutch Join Date: 2002-06-30 Member: 850Members
    I like what I see alot, especially the infested hive room with the high ceiling. You seem to have way too many areas though, and I dunno how the cramped corridoors would affect gameplay - the larger classes may not be able to fit through
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    <!--QuoteBegin--gutterclutch+Sep. 13 2002,20:26--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (gutterclutch @ Sep. 13 2002,20:26)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->...the larger classes may not be able to fit through<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Yeah... you can always look up the correct sizes for passages in the Mapping Guidelines. But the map is looking awesome so far.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    that hive room with all the infestation on it with the tiers looked kinda, well... borring. <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->

    Maybe add something like a bent/broken metal "i" beam that has collapsed down to one of the sides of the room, maybe because of the structural damage there would be broken pipes with steam wires, sparks... poor/odd lighing... <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    anything to cast shadows and light onto the hive to make it look like a sack of...

    uh...

    Scarry. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
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