Ns_parabola

duxdux Tea LadyMembers, NS2 Developer Join Date: 2003-12-14 Member: 24371Posts: 597 Advanced user
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
user posted image

Hive Enternace - West
user posted image

Hive - Subdifuge
user posted image
«134

Comments

  • ConfusedConfused Wait. What?Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester Join Date: 2003-01-28 Member: 12904Posts: 2,117 Advanced user
    it looks nice for two weeks of work. the ms especially it feels, well, good. the hives are a bit too red for my taste, i would add a bit more non red light so my eyes dont start to bleed
  • chis1chis1 Members Join Date: 2004-01-13 Member: 25281Posts: 498
    yeah looks cool, nice 2 weeks work wink.gif
    user posted image
    __
    Visiting Current Websites
    - FragFiles
    - Moddb
    - Natural-Selection
    ___
    Joy..
  • NurotNurot Members, Constellation Join Date: 2003-12-04 Member: 23932Posts: 557
    The hives and hall definately have the ns feel that appeals to me. So far is definately looking good.
    ~Nurot~ Antepilani ab Christus
  • haXelhaXel Members Join Date: 2003-12-29 Member: 24854Posts: 5
    lookin good there Dux keep it up

    i like the hive area light, gives a stylised feel, and better camo for aliens
  • JezpuhJezpuh Banned Join Date: 2003-04-03 Member: 15157Posts: 4,108
    Wow, it has this nice used look. Keep up the good work.
    DANGER ALERT SYSTEMS
    mp_bs 0 ;D
  • chis1chis1 Members Join Date: 2004-01-13 Member: 25281Posts: 498
    i envy you and the detail you , and other NS mappers manage to put into maps

    I think later tonight, i will design the birds eye view of a map on paper, then start it smile.gif it will work best that way
    user posted image
    __
    Visiting Current Websites
    - FragFiles
    - Moddb
    - Natural-Selection
    ___
    Joy..
  • Kar-aKKar-aK Members Join Date: 2003-06-13 Member: 17335Posts: 66
    I love you ducky :x

    - Kar
    NS2 In-game nick: Vault
  • NurotNurot Members, Constellation Join Date: 2003-12-04 Member: 23932Posts: 557
    edited January 2004
    I have to say not only does it look nice it looks interesting and I agree with the fact that way too many maps have hallway after hallway of the same old same old and thats not the case here.
    Post edited by Unknown User on
    ~Nurot~ Antepilani ab Christus
  • Zulu55Zulu55 Members Join Date: 2004-01-02 Member: 24975Posts: 32
    That lighting is superb
  • ShenTraXShenTraX Members, Constellation Join Date: 2003-11-10 Member: 22434Posts: 662 Advanced user
    looks really good, lighting makes you feel ... nice and cozy
    had that sig for years. lame baleet.
    image
  • ThaldarinThaldarin Alonzi! Members, Constellation Join Date: 2003-07-15 Member: 18173Posts: 6,132
    edited January 2004
    His first post on the boards and wow what a smacker. You have some very nice lighting, good mixed metal theme. mainly NS2.wad which works well, and the marine spawn also looks like a place I'd like to command. Great area. Hives suffer depth and detail sad.gif
    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
  • duxdux Tea Lady Members, NS2 Developer Join Date: 2003-12-14 Member: 24371Posts: 597 Advanced user
    QUOTE (Thursday- @ Jan 14 2004, 04:20 PM)
    [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.

    user posted image
  • ThaldarinThaldarin Alonzi! Members, Constellation Join Date: 2003-07-15 Member: 18173Posts: 6,132
    You got to show me how to get that effect one time smile.gif Looks neat, great visual lighting smile.gif
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The NetherlandsMembers, NS2 Playtester, Squad Five Blue Join Date: 2003-05-13 Member: 16271Posts: 15,782 Advanced user
    I like the lighting theres a nice athmosperic differance between the marine start and the hive. The architecture is indeed good. I really like that architecture you used.

    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 biggrin.gif*

    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 tounge.gif?

    Guardian of the "magic cookiejar" 

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

    Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting

  • duxdux Tea Lady Members, NS2 Developer Join Date: 2003-12-14 Member: 24371Posts: 597 Advanced user
    edited January 2004
    QUOTE (Kouji San @ Jan 14 2004, 05:23 PM)
    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 biggrin.gif*

    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. tounge.gif
  • GhostlyPeaGhostlyPea Members, Constellation Join Date: 2003-03-12 Member: 14431Posts: 90
    *loves*
    The Kharra can opener since 1.04
  • BelgarionBelgarion Members Join Date: 2002-07-19 Member: 973Posts: 898
    ...

    wow. that is really killer man. i mean killer. i'm dieing as i type this.


    killer
    IPB Image
    ___My Photos___
    QUOTE(moultano @ Jul 15 2005, 02:29 PM)
    Man . . . . HL mapping FTL.

    QuestionalableContent, #520: Man, I'd be the worst praying mantis ever. "Oh sure, you can bite my head off without mating with me, I understand. You have ISSUES."
  • Jabba_The_HuntJabba_The_Hunt Members Join Date: 2003-01-05 Member: 11850Posts: 1,035
    Wow amazing!!! Cant wait to see this as an offical map biggrin.gif
  • RestrikRestrik Members, Constellation Join Date: 2003-08-10 Member: 19392Posts: 230
    looks interesting, the hive rooms look like they've been there for a while...I'm really interested in the backstory.
  • ImEric12ImEric12 Members Join Date: 2004-01-15 Member: 25338Posts: 8
    Wow, that is very awesome. Good name for it, too. Can't wait until this is finished.
  • MeanMrMustardMeanMrMustard Members Join Date: 2003-11-23 Member: 23456Posts: 480
    the detail on the first pic is lovely!
    I like the hive area, it looks spacious..but I like hanging lights..or just something to emphasise the rot and decay.
    user posted image
  • MoconnorMoconnor Members Join Date: 2002-07-26 Member: 1004Posts: 579 Fully active user
    that ms is simply amazing.
    The lighting is beautiful!!! biggrin.gif

    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?
    none
  • DarkATiDarkATi Revelation 22:17 Members, Reinforced - Shadow Join Date: 2003-06-20 Member: 17532Posts: 2,545 Fully active user
    edited January 2004
    QUOTE (Thursday- @ Jan 14 2004, 05:16 PM)
    You got to show me how to get that effect one time smile.gif Looks neat, great visual lighting smile.gif

    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: http://www.unknownworlds.com/forums/in...085&hl=ns_scout )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. biggrin.gif

    A little more on-topic... THAT MAP OWNz0Rz. I. Want. It.

    ~ DarkATi
  • EriasErias Members Join Date: 2003-08-17 Member: 19878Posts: 212
    Very well-done mappin' there!

    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.
    - Erias

    "Hmmm! CHICKEN!"
  • JemmeJemme Members Join Date: 2003-10-15 Member: 21698Posts: 44
    Looks very good indeed, especially the lighting. Watch out you dno't use to many textures in one place or it gets to much of a blurr. Very gg, keep it up smile.gif
  • RaVeRaVe Members Join Date: 2003-06-20 Member: 17538Posts: 3,515
    Very beautiful start there

    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

    QUOTE (BobTheJanitor)
    The armory isn't broken, it's the players that are broken. And if you have a problem with humanity, you'll have to direct your ideas and suggestions to your deity of choice.
  • duxdux Tea Lady Members, NS2 Developer Join Date: 2003-12-14 Member: 24371Posts: 597 Advanced user
    edited January 2004
    QUOTE (RaVe @ Jan 16 2004, 07:10 AM)
    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.
  • Kar-aKKar-aK Members Join Date: 2003-06-13 Member: 17335Posts: 66
    As one of the few people (only other person bar ducky?) to have a walk around the map, i must say that it is extreamly impressive.

    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 smile.gif 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 wink.gif

    This map is going to fantastic once completed.

    - Kar
    NS2 In-game nick: Vault
  • ThaldarinThaldarin Alonzi! Members, Constellation Join Date: 2003-07-15 Member: 18173Posts: 6,132
    QUOTE (DarkATi @ Jan 15 2004, 05:05 PM)
    QUOTE (Thursday- @ Jan 14 2004, 05:16 PM)
    You got to show me how to get that effect one time smile.gif Looks neat, great visual lighting smile.gif

    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: http://www.unknownworlds.com/forums/in...085&hl=ns_scout )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. biggrin.gif

    A little more on-topic... THAT MAP OWNz0Rz. I. Want. It.

    ~ DarkATi

    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 smile.gif
  • duxdux Tea Lady Members, NS2 Developer Join Date: 2003-12-14 Member: 24371Posts: 597 Advanced user
    Greets. I come with pictures.

    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.
    user posted image

    And an intersection with emergency lighting leading to Obs Station A.
    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.

    TSA HIGH COMMAND BREIFING

    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.

    TSA CORVETTE CLASS CRUISER Auriga, Computer log:

    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.

    Aboard TSA Auriga:

    Commander Pharo : "Get on the ready line Marines! 'n lets kick some today! Move it out god damn it!"
Sign In or Register to comment.