Ns_nexus9

ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter
<div class="IPBDescription">Serious Alpha Pic Styles</div> Yo guys!

Been cooking up a bit of NS mappage, and I can't keep it to myself any longer. The backstory is fairly simple (read, I can't be bothered explaining it all on this one thread) :

A large corperation runs a number of high power supercomputer systems connected together. They are seperated simply to make it more difficult for competitors to disable all of them at once or to steal corperate secrets.

These systems are serviced occasionally by a small crew of interstellar experts, who roam from uninhabited station to uninhabited station. They left one such station where the nano was behaving oddly (they couldn't figure it out and so logged it) and proceeded to Nexus 9. After setting the ship on autopilot, the crew entered status and were never heard of again.

Suffice to say that the landing failed, rather dramatically. And the threat comprimised the computer systems in Nexus 9 enough for the TSA engineers (who were in the area) to be "humbly requested" - read "arm twisted" to drop by and sort out the problem.

The TSA encountered pretty much what it has come to expect this past year, and so you were called in.

The idea behind nexus9 is that the computer systems on the station are still failing after the mission starts - and so the map is deteorating. To what extent I can fulfil this will be totally dependant on how much I can "Massage" the entity limits.

Anyway, on with the pics.

Marine spawn (the only room I consider 90% finished)

Comments

  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter
    Oh yeah, the screenshots are way more washed out than in game. Lighting at the moment is completely temporary - planning to put in many more radiosity lights with my detail pass.

    And about 1/2 of the textures are place holders in most of these screenshots.

    Yeah, just so you know.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    would look twice as good if th ladder wouldnt be yellow.
  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter
    Another shot from next to the comm chair (note minimap : at least 1/2 the rooms are missing as not yet put in.

    Suggestions for room ideas are welcome.

    -Parallax
  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter
    I really do love the resource node steam.
  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter
    And the screenshot I meant to post...
  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter
    Now two totally "Alpha" rooms. Please excuse the texturing, and the very lame as lighting.

    The brushwork is the only thing even worth mentioning, other than "ooo" or "ahhh"

    -Parallax
  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter
    Here is the "Launch control" - standing on the launch pad (that ship was supposed to land here)
  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter
    And finally, the one hive worth a mention. This is where all the hot water from the computers is cooled in cold air. Hmmm, steam, warm air, hmmm hive site - eh?

    -Parallax

    Ps : lots of particle systems to come
  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter
    Now with that, I am off to bed. Thankyou and good night <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    -Parallax
  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter
    Hmm, I will think about that ollj, thanks.
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    me likey a lot <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Whoever mentioned the ladder was right - it sticks out like a sore thumb. Otherwise, sehr gut.
    Launch control looks quite bland, but i think you said it wasnt all finished, so meh. Seems some texture alignment is needed in the hive.

    Keep up the good work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    The lighting is boring... but the marine start owns.
    It's nice and detailed imo, but other areas on the other hand. Blegh..
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    Your map's architecture style reminds me of Doom. Which isn't a bad thing.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I like the ligthing, its refreshing, However I would use in screenthos 4 and 5 some contrasting lights to the overal lighting
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The brushwork is the only thing even worth mentioning, other than "ooo" or "ahhh"<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Indeed I like it it makes me feel puny to the scale of it all walking around there:D

    And one more thing. I dont get is where is that green glow comming from in the last screenshot
    It has a nice athmosphere in that hive only that green is bothering me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    All in all great architecture but the lighting needs in some areas more contrasting lights or spots even... (dont change the marine start it looks great as it is <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)

    GreetzZz Kouji San
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    i actually think that in the rine start there is too much variation in the textures. ;/
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    You have great architecture, complexe and detailed but on the whole it looks pretty plain. Try to add contrast in your lighting. Play a bit with the rad compile setting (gamma/scale/fade...) to get a really unique style of lighting.

    Keep up the good work!
  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter
    edited January 2004
    Thanks for the positive feedback.

    The lighting is quite low contrast in these screenshots - the colored lighting seems to get a bit washed out when I post it here. I will work on the contrast of the lighting for sure. Part of this is that I have an interesting delimma - I want to work on the entire map at once. So what I am doing with the lights is just chucking some yellow pointlights everywhere and then a few bright blue or green lights to create highlights. This whole lighting is going to be totally revised before release.

    But yes, the lighting is pretty bland in most of these screenshots.

    The hive room is going to be mostly radiosity lighting, so it is going to be completely re-lit. Most rooms are going to have radiosity lights added. The only room where I quite like the lighing is in that stairwell - but again it looks quite washed out here.

    Charge, I am aiming for creating one of the most detailed looking maps in NS - variation in textures looks really spectacular in game, as far as I am concerned. Though, the marine start contains almost 1/2 of the textures that are used on the map. Some of those (dark with yellow stripes) wall textures behind the CC look a bit out of place, i will have to work on that.

    Evil bob, what you are noticing is that many of the textures are placeholders. That makes the texturing look very plain. Also the lighting needs work as mentioned to give highlights. Thanks for the "Great architecture" comment <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->.

    Ps : Peak R_Speeds at the moment are about 550 over the entire map, 350 max in the area of the marine spawn.

    Do you guys like my computer - building style ?

    Thanks heaps for your comments, and I will take them all on board. That ladder texture is changing right now .... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    -Parallax
  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter
    I'll have some more good stuff up on here when I get home. Thank god the forums are back up! I have missed you guys <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    -Parallax
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