Ns_deepblue -
Barathrum
Join Date: 2003-11-08 Member: 22383Members
<div class="IPBDescription">a map I've been workin' on for some time</div> This is a map I started for about four months ago. It takes place in some deep ocean on an alien planet and consists of a large complex built on and inside a huge underwater cliff.
I haven't come up with a very good story yet, but it will probably be the usual - the base stops responding and a team of elite troops are sent in to investigate. As usual, they don't have a clue of what they are to expect.
I will probably never release this map.
This first picture is the first room I made for this map. It can be kinda hard to see, but in the middle, there's a large vertical spiral pipe with smaller spiral pipes going around it.
I haven't come up with a very good story yet, but it will probably be the usual - the base stops responding and a team of elite troops are sent in to investigate. As usual, they don't have a clue of what they are to expect.
I will probably never release this map.
This first picture is the first room I made for this map. It can be kinda hard to see, but in the middle, there's a large vertical spiral pipe with smaller spiral pipes going around it.
Comments
the first pics cabels are kinda strange, but the rest of the pics are just superb !
when is it done ?
Thanks for the comment <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Hmm, okay, well, the textures aren't aligned fully correct yet, so it might look a little weird.
As I wrote, I will probably not release this map, but you never know <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<b>Anime Tentacle Monster</b>
Thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
my only beef is a few texures dont seem be be aligned perfectly, but im sure you will fix that:)
Thanks. Okay <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Yeah, none of the places described on the pictures are finished yet <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Only thing you have to work on is the details, like using more trims and glues to cover up spots where the textures change dramatically. The cliff and rock areas could look better with some different texture choices, but you're on the right track overall.
Keep up the work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Thanks for the nice comments!
Yeah, you're right about the not-existing trims, thanks for the constructive critisism. Actually, some of those pictures aren't fully up-to-date, the rock texture is actually another one now, but I haven't had time to compiled the new versions of those areas yet. I'll work on it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Hmm, maybe, another person has also mentioned that it's a very grey map. I'll probably add more tech- and computertexturelights which will make the map more alive.
Yeah, it would be fun releasing it, but I'm one of the persons who have the fatal problem to never be able to finish a map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Thanks for the comment!
There are a bunch of texture alignment issues, which I'm sure you don't need me to point out.
The external shots in general look fantastic. A few recommendations:
In the interior view of the walkway there are what appear to be reflections on the left hand side of the wall. I don't think these are necessary, and I think they will look odd in game. If they are not supposed to be reflections, then they are too small to be the results of the light being projected onto the surface. If they are supposed to be reflections, then they won't be effective because they will not move as the player does. I think you could do better with the space.
The waterfall (I think its a waterfall) needs a much stronger particle effect at the base to be convincing. This room in general didn't feel right to me, but I can't put my finger on why exactly. The vegetation looks a bit flat for one. I think what would also help is if there was more of a contrast between the landings on either side and the area in the middle lightingwise. The rocks in the water could also be improved.
In the path from the two external doors, the road would look more convincing if occaisionally a bit of rock jutted out into it. At the doorway at the end of that, the lighting would be better if it were broken up a little. Making the pipes cast shadows could do just the trick.
You have a great feel in all the external shots with the eerie green lighting fading out in the the blackness. It gives a great sense of space. Whatever you change, don't lose that. (and incidentally, that train is t3h s3><)
The interior shots aren't as impressive primarily due to the lighting. The light fixtures don't seem to be placed in realistic areas in most of the shots, and more importantly, the light that comes out of them doesn't seem to be enough given how bright the texture looks.
I think you could really develop a contrast between the feel of the internal areas and the external areas that would really make this map fantastic. Try making the lighting inside a different color (white with a little blue or something along those lines) and making it much brighter to correspond better with the brightness of the textures. Then in the areas that transition between inside and outside, you would have a really dramatic contrast between the spotlights from the human habitation, and the murky green deep of the sea. Play with it a bit, see how it looks. The internal architecture looks good, although the light fixtures in the first shot could be framed better.
I hope this was helpful. There is a lot of potential here, and a ton of style and atmosphere already. I look forward to playing this.
Hehe, same here <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> I've been mapping from now and then for a period of about four years, but I've never released anything. These are the first pictures I release to the public, I think <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Thanks for the comment!
<u>The white lightprojection</u>: You're right about this, I'll try to make it a little larger to raise the realism.
<u>Waterfall</u>: I'll look into this, but I don't want the r_speeds to get too high. Some adjustments to make it look more realistic will be made though.
<u>Vegetation and rocks</u>: Yeah, you're probably right about the vegetation. But this area isn't finished, and that was the best vegetationtexture I had <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> I'll maybe add some models instead. And the rocks in the water, I made them flat since players are supposed to be able to jump onto them without much struggle in order to get over the river. But I'll of course look into it!
<u>Cave-path and lightning</u>: You're right about this aswell. I'll try to make the rock architecture go over the road in some locations to make it more realistic. This area isn't 100% finished though.
I've made most of my pipes func_walls to reduce the amount of faces, but I'll probably be able to tweak some.
<u>Interior light</u>: Now when you mention it, it looks a little strange with the same turqoise green colour in many of the intern areas as the extern areas of the base. I'll maybe change the intern colour-theme a little. I'll probably change the whole lower part of picture number three since I find it very ugly. I hadn't found the style of this map when I made that part though, as an excuse <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
The interior lightning could be made a little lighter to make it more realistic, as you said.
Your constructive crisitism was indeed very helpful, and I'll look into every point you mentioned. Thanks alot for your helpful answer!
Yeah, I'm thinking about adding more tech- and computerlooking texturelights and panels to take away the greyish look (atleast from the inside of the map, in most places). I'm just looking for the right texture to fit with the overall theme of the map.
Thanks for the comment <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Ah, I see. But it tend to get more laggy the more particles I use. However, I'll adjust it a bit, can't hurt <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<b>Restrik</b>
Thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Best of luck finishing it, twould be good to see!
KFDM - While R-speeds are a good general judgement, too many particles can start lagging a system quick too. (particularly large ones.)
My suggestion would be to keep the existing particle system, then try a second one, a larger sprite... kind of a fog effect right at the base of the waterfall, perhaps slightly inside it. (Though you'll have to watch the entity usage)
I haven't tried it myself, but I do keep meaning to.
This map looks wayyyy to good to never be finished
Some additional lighting might help, but if you're keeping with the "abandoned base" feel then I wouldn't mess with it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->