Ns_deepblue -

BarathrumBarathrum 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.
«1

Comments

  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    The second picture shows a cave inside the huge cliff the base is built on.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    The third picture shows a command central of some sort. The light textures will be changed, and I'll probably change some of the detail. The res'nodes are just for a test I made.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    This fourth picture shows a part of a kinda large cave with a road going from one section of the base to another.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    Another part of the large cave. This is the right part of the picture above.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    This shows a corridor from where you can view some tracks where underwater trains (like the one to the right) are supposed to dock.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    This is the last picture for now, and it shows a part of the above corridor from player's perspective.
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    Awsome !!

    the first pics cabels are kinda strange, but the rest of the pics are just superb !

    when is it done ?
  • Anime_Tentacle_MonsterAnime_Tentacle_Monster Join Date: 2003-01-06 Member: 11931Members
    very nice ambiance
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    <b>Grizzly</b>
    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-->
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    looks very nice. i like the sort of reptillian feel in most of those pictures
    my only beef is a few texures dont seem be be aligned perfectly, but im sure you will fix that:)
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    <b>confused!</b>

    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-->
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    You've definitely got a good eye for interesting architecture. Most of those areas are appealing in how they're laid out, some look downright fun to run around in.

    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-->
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    <b>Yamazaki</b>

    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-->
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Too grey IMO but very solid design. If you keep this up I think you really should consider releasing it.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    <b>KungFuDiscoMonkey</b>

    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!
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    I have the same problem. I haven't released anything really. The problem for me is that I'm so critical of my work I am forever going back to redo it and make it better.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    A lot of great ideas in this. I'm very impressed.

    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.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    <b>KungFuDiscoMonkey</b>

    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-->
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    Definitely go with coloured lights, a bit of red, yellow, blue etc here and there will hide the grey-ish look of the map. The coridoor with the windows looks great from the inside <b>and</b> out <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    <b>moultano</b>

    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!
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    <b>Cobra^</b>

    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-->
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    About the waterfall, adding more particles wouldn't increase r_speeds by much because a majority of those are from the wpolys and epolys.
  • RestrikRestrik Join Date: 2003-08-10 Member: 19392Members, Constellation
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    <b>KungFuDiscoMonkey</b>

    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-->
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    That's just the way I understand it to be, I could easily be wrong <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    edited February 2004
    I like it! When you add colour, be careful not to go overboard. I'd keep the same colour theme going outside, but for the internal, like you said, a slightly different colour theme would be good to distinguish it. Perhaps more white and yellow. Would contrast well with the externals.

    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.
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    did i read "never release" !!!!!!!

    This map looks wayyyy to good to never be finished
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    edited February 2004
    Crap, wrong thread.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Amazing. The whole thing has a feel to it like the Predator ship in AvP2. How much of this is done? I really want to see this released. If you need help I can try and help you too.
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    Definitely cool, definitely unique. I like the cliffside cave, that's a nice touch, and the overall feel of the map is very dark and menacing.

    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-->
Sign In or Register to comment.