Ns_parabola
dux
Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
Been working on it for about 2 weeks now, and around 35% complete. It's based on a Giant Frozen Gas Planet. My friend is working on a small backstory for it (something a little more intersting than a cargo ship docking full of aliens etc) and some new textures for the outdoor views.
Marine Start
<img src='http://www.hl-isolation.com/images/ns_parabola0018.jpg' border='0' alt='user posted image'>
Hive Enternace - West
<img src='http://www.hl-isolation.com/images/ns_parabola0021.jpg' border='0' alt='user posted image'>
Hive - Subdifuge
<img src='http://www.hl-isolation.com/images/ns_parabola0020.jpg' border='0' alt='user posted image'>
Marine Start
<img src='http://www.hl-isolation.com/images/ns_parabola0018.jpg' border='0' alt='user posted image'>
Hive Enternace - West
<img src='http://www.hl-isolation.com/images/ns_parabola0021.jpg' border='0' alt='user posted image'>
Hive - Subdifuge
<img src='http://www.hl-isolation.com/images/ns_parabola0020.jpg' border='0' alt='user posted image'>
Comments
i like the hive area light, gives a stylised feel, and better camo for aliens
I think later tonight, i will design the birds eye view of a map on paper, then start it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> it will work best that way
- Kar
Don't think of a hive as something "different" as it is always part of the marine world, just texture the area differently, think of a hive as the MS of Aliens and the map will flurrish with detail, like your MS
[edit] the white light being emitted from the wall at the back, can we get a closer / clearer view of the way the light is being reflected on the wall? It looks curved from the current view, really adds atmosphere
Here you go.
<img src='http://www.hl-isolation.com/images/light.jpg' border='0' alt='user posted image'>
Now I have 2 questions:
1. How many entrances does the marine start have?
2. Do you mayb have a (partial) layout overview of the map? *Yeah I know im a layout freak <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->*
One suggestion on the texture used on the floor that also is used on the support beams in the marine start. It seems to me a little odd to me that the same steel plating was used yet different size on the beams and floor. Mayb you could try to make it like the other side of the middle part?
hmm... Don't think I put it very clear here, need a picture since images say much more then words <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->?
1. How many entrances does the marine start have?
2. Do you mayb have a (partial) layout overview of the map? *Yeah I know im a layout freak <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->* <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
1) 2, positioned correctly to prevent mass acid and spore spam from both entrances simutaniously.
2) Yes. I made it in MSPaint (skillz) I'm not going to post it just yet incase of anyone deciding to pinch ideas from it. I'm paranoid.
The textures on the floor float my boat. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
wow. that is really killer man. i mean killer. i'm dieing as i type this.
killer
I like the hive area, it looks spacious..but I like hanging lights..or just something to emphasise the rot and decay.
The lighting is beautiful!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
But the hive is really only one colour and is very empty. snot enough
detail!!!!really bad compared to your lovely ms!!!
BTW. if the map is only 35% done be very very carful lighting the place like the ms!!!
I would hate to see you having to scrap the map because of errors...whats that error called again?
with too much lights?MAX_MAP_PATCHES...or something?
That is a cool effect and it's very easy to accomplish. Ns_Nothing used these lights and I'm using them in my map Ns_Scout. (Have a look: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=55085&hl=ns_scout' target='_blank'>http://www.unknownworlds.com/forums/in...085&hl=ns_scout</a> )Half-Life (Quake 1 I should say) has wonderful lighting effects, this being a prime example. Simply create a square indented area in any wall and texture it with WHITE. Then set-up your RAD file to emit white light from the WHITE texture and finally place some bars in front of your white area. It automatically bounces through and around the bars creating this weird spackle like split light-stream effect. Very cool and it doesn't hurt your r_speeds too bad either. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
A little more on-topic... THAT MAP OWNz0Rz. I. Want. It.
~ DarkATi
My only comment is that the hive texturing and architecture needs to be broken up a bit. Right now it looks too flat and busily-textured. Add some pipes or struts or supports or wires or something that stick out from the infestation and give your eyes something to get a grip on.
But I have to agree that the Hive needs more variation on colours, maybe a bit of green here and there. The positioning I can't tell you, you have to experiment with that yourself.
Also hive rooms aren't really totally infested places, unless of course, the Kharaa have been active since forever hehe lol
That is true, but I wanted to give a more claustraphobic Alien feel to the Hives than conventional Hives that inhabbit most Natural - Selection maps. The Hive is lacking a little, I agree with what everyone has said about it. Thanks for the suggestions and feedback, I've taken everyones ideas and applyed them to it. I'll post some images of it later on with some other parts of the map.
[Edit] Also, the backstory will cover most of of how long they have been there and how etc etc.
I guess that i am required to highlight the most atmospheric part of the map to date - the entrance to the "Subdifuge" hive. Ducky has used a number of techiques in this single area to make the hairs stand up on the back of your neck <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Mist, water and an atmospheric sound similar to one found on the 3.0 ns_ayumi, to boot.
From what ive been told, this wont be the only best part <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
This map is going to fantastic once completed.
- Kar
That is a cool effect and it's very easy to accomplish. Ns_Nothing used these lights and I'm using them in my map Ns_Scout. (Have a look: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=55085&hl=ns_scout' target='_blank'>http://www.unknownworlds.com/forums/in...085&hl=ns_scout</a> )Half-Life (Quake 1 I should say) has wonderful lighting effects, this being a prime example. Simply create a square indented area in any wall and texture it with WHITE. Then set-up your RAD file to emit white light from the WHITE texture and finally place some bars in front of your white area. It automatically bounces through and around the bars creating this weird spackle like split light-stream effect. Very cool and it doesn't hurt your r_speeds too bad either. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
A little more on-topic... THAT MAP OWNz0Rz. I. Want. It.
~ DarkATi <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
As far as I'm aware Nothing didn't get the corner of the white light to curve out, nor could I in my own map. Thats what makes that technique so neat <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Behind the crates at the end here there will be another exit which, clearly, hasen't been created yet. But, the rest of this area is pretty much complete.
<img src='http://www.nssource.co.uk/images/ns_parabola/ns_parabola0001.jpg' border='0' alt='user posted image' />
And an intersection with emergency lighting leading to Obs Station A.
<img src='http://www.hl-isolation.com/images/ns_parabola0004.jpg' border='0' alt='user posted image' />
At the moment I've been re - texturing the entire map due to it sucking. Anyway, heres the backstory for anyone interested. Thanks to Kar-aK for the assistance in writing it.
<b>TSA HIGH COMMAND BREIFING</b>
Classification Level: Delta
Breifing Date : April 28th 2679
Breifing Time : 17:43
Mission : Parabola
The R&D Station Parabola, located in the "Felicitous" system, situated on the moon which orbits "Francisco 3", and is one of the most distant of the TSA's R&D Stations. Even the fastest of the TSA vessels take up to 6 months to reach
the station. Contacting the parabola station is only possible via extended range subspace trasmition, using the G6-7EE TSA Subspace transceiver. Due to the massive distance involved, a single message takes over a week to arrive, and another week for the reply.
The Parabola station is involved in the research of advanced composite alloys to withstand the toxicity of the acid contained within a Gorge bile bomb. This research is of upmost importance and must not fall foul to the Kharaa infestation.
Reports issued early last year indicated an alarmingly high kharaa activity level on the moon. The TSA high command had decided to dispatch a squad of Frontiersmen to the moon to reinforce the station against any possible Kharaa threat.
However, Three weeks ago, all communication with the Parabola station came to an abrupt end. All attempts to contact the R&D Station have resulted in failure. The TSA High command has decided to dispatch another squad of Frontiersmen to
Parabola - this time they have decided to send a squad of their most experienced veterans - the marines which were responsible for exterminating the Kharaa infestation aboard the U.C.C Bast.
<b>TSA CORVETTE CLASS CRUISER Auriga, Computer log:</b>
April, 29th 2679: Ship departation from the TSA Refit Station Gamma-6.
May 7th, 2679: All ship operations turned to automatic, Crew placed in stasis.
October 21st, 2679: Crew woken from stasis, Manual control resumed.
Last Log..
October 28th, 2679: Arrived in orbit of Francisco.
<b>Aboard TSA Auriga:</b>
Commander Pharo : "Get on the ready line Marines! 'n lets kick some today! Move it out god damn it!"