Co_nameless

Arch0n1usArch0n1us Join Date: 2002-07-31 Member: 1037Members
<div class="IPBDescription">A New NS: Combat Map....</div> Hello. Arch0n1us again, with another mapping project...this time, a NS:C map.

I've started work on it, been working for 2 days...here's an initial screenshot of the Marine Start area.

<img src='http://frankenslu.rh.rit.edu/Arch/mstart.jpg' border='0' alt='user posted image' />

Comments

  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    it's a bit dark, did you gamma correct the shots?, also, the ramps should be a little longer... that looks almost like a vertical wall <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    Also, I don't know if you did that on purpose but... check the "Starts built" flag on the armory and the CC so they start built when the game starts <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Looks decent, if a bit... generic? I don't know, try and give it some sort of really innovative feature to set it apart from other NS maps. The ramps seem excessively steep also.
  • Arch0n1usArch0n1us Join Date: 2002-07-31 Member: 1037Members
    I've not gamma-corrected the shots, actually. Not entirely sure how to do so.

    It looks brighter in-game. Perfect, actually.

    I may make the ramps longer...I'd hafta re-calculate the angle of the railing, too.

    Thanks for the input though. I'll keep the auto-built thing in mind.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    from <a href='http://www.unknownworlds.com/forums/index.php?showforum=4' target='_blank'>mapping faq</a>:
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Q: Why are my screenshots coming out darker than they look in game?
    A: There's this really cool effect in NS where brigher things become brighter, and darker things stay the same. It lends a more vivid and realistic view to the whole map. If you have Photoshop, and you want the screenshot to look right, use this method to fix the gamma settings.
    Go to Image->Adjust->Levels in Photoshop. There are three values next to "input level".  Change the last value according to this formula:
                                    value = 255 - (WorldcraftGammaSetting - 1.0)*128<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    And I also think the ramps are a bit to steep <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> And you could put some pilars on the right wall it seems a bit emtpy @ the moment.

    GreetzZz Kouji San
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    <b>Looks decent, if a bit... generic? </b>

    I agree with teq, although it has the ingrediants for a good marine start, it looks too generalised and plain. The surroundings seems to be dominated by the long dull walls. Try breaking them up by adding vents, pipes..or be a bit more creative and think of something that could really help characterise your map.

    Try adding more Textures insetad of letting a couple over-dominate.
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