Finish it and realese it ! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
me wantssss it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I'll try to use a larger sprite in the waterfall, like you adviced.
<b>Hyperion2010</b>
Hehe, thanks alot! I'm not sure wether I'll release it or not, but I haven't yet finished a map in my 3-4 years of mapping, so that's the only problem.
<b>Lazer</b>
Thanks. Hmm it's hard to say how much is done, but I have made 6-7 mainareas, so let's say it's like 40% done. I have to connect all the areas to eachother, create three hives (I already have some ideas for hives), make a balanced layout, try out all changes you guys have recommended etc.
Thanks for the helping-offer, but I think I want to work on this alone.
<b>Doombringer</b>
Thanks for the comments, it makes me more willing to continue this map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Yeah, but I think I'll try to change the intern light-theme a bit so it doesn't feel like you are on the outside when you're actually on the inside of the base.
I love the external shots. Very nice. Keep the gloomy lighting the way it is I say, its perfect! It shouldn't look like a rave, which seems to be a fashionable lighting style right now.
Yeah, I wanted to create something non-mainstream and I hope I'm on my way to success. Hehe, the problem is I've never finished anything I've begun to create... I've never had a better concept than this one though, so the chances are not minimal <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<b>Edgecrusher</b>
Thanks. Yes, I also don't like discolightning in nsmaps <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
great work, the colors (or the lack of them;)) are great finally a map that doesn't look al fancy and colorfull, i think this would be more realistic, great work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Yea, this map is looking awesome, hope youll be able to finish it...
Ive never released a map either, except for nomblizkikko which really should count as a map. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I agree with the others on the lightning, keep it moody, not red, blue, green and pink flashing lights everywhere, the only map that can get away with it is the nancy-remake. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Also, the cliff-walls in that pic with the road, you should do something about them, right now it looks too stale, maybe add some supportbeams, pipes and dripping water, just a thought...
Amazing map. Dont listen to what the others say about it being not colorful enough -- I think that gives it character. The grey walls with the intresting architecture are awsome, and the green lighting just goes with the map.
I wouldnt change anything from the style you have got going there. The first screenshot absolutly blew my pants off, as well as the train screenshot. Hell, I dont have any pants left from most of this...
Those screenshots are fantastic. Finally, some inspiring level design on these forums again! The first few shots are very Gigerish, and very nice. Superb job!
<b>Barathrum</b>: Dude, this has got to be one of the best maps I've ever seen.
That first pic - don't listen to anyone - I love it. I was trying to put my finger on what the cables reminded me of and I couldn't figure it out until I sat down and watched the matrix again. It reminds me of the nebuchanezer. VERY NICE. Looks detailed without being overly complex (structure wise) - good stuff..
The waterfall: My personal preference in this sort of situation where you need flowing water type effects is to use a particle system. You could get away with two particle systems for the waterfall. 1 for the base to blow up some spray - probably only need 20 or 30 particle a second to get that effect. For the actual waterfall, I'd go around 600-800 a sec with a max particle count of 2000. Set the particle system to be "high detail" and have that scrolling textured brush behind so people with crap systems can still play. If you set the waterfall system to collide and then have a rock or two jutting out you could end up with some nice looking effects where the waterfall actually appears to be influenced by the shape of the rock face..would be nice and pretty..
The glass: It would be nice to see some condensation on the windows, given that the water outside is cold then the windows would fog up. You could use 1 entity for the actual glass that would be the normal thickness then place another entity that is super thin (1 unit) in front with a sort of blurred whitish colour in places and maybe some water marks and droplets on it. If the thin entity in front was more opaque than the real glass then you would get a blurry look outside which would fake the idea of it being in water much better.
One of the nicest looking maps I've seen in this forum. I especially like that tram pic. Great ambience. (Heh, I've had this account for two years but never used it)
Just found this thread. Did this ever get released?
Found the other thread about the layout, too. 13 nodes? <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
<!--quoteo(post=1660318:date=Nov 12 2007, 07:13 PM:name=StixNStonz)--><div class='quotetop'>QUOTE(StixNStonz @ Nov 12 2007, 07:13 PM) <a href="index.php?act=findpost&pid=1660318"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just found this thread. Did this ever get released?
Found the other thread about the layout, too. 13 nodes? <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Nope, never got released back then. I took a 2,5 year long break from mapping and actually started this summer again, continuing this map. I've made several new areas (and trashed several old) and tried to make a good layout, though it's hard. The new version of the map is very different from the old, both theme- and layout-wise (most of the theme is preserved, just tried to make the purpose of the map more detailed and put in some areas that fit in the context). Honestly I don't know what I was thinking with the old layout <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> I'm kind of motivated to finish it this time since I've worked so much on it and its concept. I will probably post some screens in some time <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Creating this map for NS2 lateron will totally give you the benefit of displacement maps instead of the current detailed vertexed rocks you go going now.
Also howcome I never saw this thread before <img src="http://www.unknownworlds.com/forums/style_images/1/folder_post_icons/icon5.gif" border="0" class="linked-image" /> And do ya have some new screens of the stuff you've been working on all this time in secrecy?
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
thats awesome! time to start porting it for ns2 i'd say <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<!--quoteo(post=1660468:date=Nov 13 2007, 07:19 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Nov 13 2007, 07:19 PM) <a href="index.php?act=findpost&pid=1660468"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Creating this map for NS2 lateron will totally give you the benefit of displacement maps instead of the current detailed vertexed rocks you go going now.
Also howcome I never saw this thread before <img src="http://www.unknownworlds.com/forums/style_images/1/folder_post_icons/icon5.gif" border="0" class="linked-image" /> And do ya have some new screens of the stuff you've been working on all this time in secrecy?<!--QuoteEnd--></div><!--QuoteEEnd--> <!--quoteo(post=1660519:date=Nov 14 2007, 04:59 AM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Nov 14 2007, 04:59 AM) <a href="index.php?act=findpost&pid=1660519"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->thats awesome! time to start porting it for ns2 i'd say <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd--> Yeah, it would be easier keeping the detail up if I made the map for NS2 in Source instead. Maybe I'll finish the map for NS1 and then port it to NS2, since I've worked so much with custom textures, layout and design for the map for the HL1 engine.
<!--quoteo(post=1660475:date=Nov 13 2007, 08:48 PM:name=ShenTraX)--><div class='quotetop'>QUOTE(ShenTraX @ Nov 13 2007, 08:48 PM) <a href="index.php?act=findpost&pid=1660475"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->mmm... screens... ?<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah, I'll hook you up with some screens soon <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> Might make a whole new thread since the map has changed so much and the thread is so old. Anyway, here's a small sneakpeak of some new areas <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> I know there are some texture alignment issues, but it's not done yet <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Edit: the first one is a corridor outside one of the hives. To the left (which can't be seen at the screen) there's an "underground lake" that you can see through the window. The second scene is seen from outside.
Comments
me wantssss it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I'll try to use a larger sprite in the waterfall, like you adviced.
<b>Hyperion2010</b>
Hehe, thanks alot! I'm not sure wether I'll release it or not, but I haven't yet finished a map in my 3-4 years of mapping, so that's the only problem.
<b>Lazer</b>
Thanks. Hmm it's hard to say how much is done, but I have made 6-7 mainareas, so let's say it's like 40% done. I have to connect all the areas to eachother, create three hives (I already have some ideas for hives), make a balanced layout, try out all changes you guys have recommended etc.
Thanks for the helping-offer, but I think I want to work on this alone.
<b>Doombringer</b>
Thanks for the comments, it makes me more willing to continue this map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Yeah, but I think I'll try to change the intern light-theme a bit so it doesn't feel like you are on the outside when you're actually on the inside of the base.
<b>Grizzly</b>
Hehe, I'll try <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<b>S]-[ocker</b>
Thanks, I've spent some time to give the map the same feeling all-over but also making each area special so you don't get lost.
The moody tones really create alot of character.
What are you talking about? Not releasing it!
Are you daft?
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Thanks alot!
<b>JezPuh</b>
Thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<b>MeanMrMustard</b>
Yeah, I wanted to create something non-mainstream and I hope I'm on my way to success. Hehe, the problem is I've never finished anything I've begun to create... I've never had a better concept than this one though, so the chances are not minimal <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<b>Edgecrusher</b>
Thanks. Yes, I also don't like discolightning in nsmaps <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
amazing, it took me a while to realise there were mistakes, finish it, please, i neeeeed to play this map!!!!
It's amazing.
finally a map that doesn't look al fancy and colorfull, i think this would be more realistic, great work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Ive never released a map either, except for nomblizkikko which really should count as a map. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I agree with the others on the lightning, keep it moody, not red, blue, green and pink flashing lights everywhere, the only map that can get away with it is the nancy-remake. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Also, the cliff-walls in that pic with the road, you should do something about them, right now it looks too stale, maybe add some supportbeams, pipes and dripping water, just a thought...
Keep up the good work!
I wouldnt change anything from the style you have got going there. The first screenshot absolutly blew my pants off, as well as the train screenshot. Hell, I dont have any pants left from most of this...
I really really hope you release this.
The first few shots are very Gigerish, and very nice. Superb job!
That first pic - don't listen to anyone - I love it. I was trying to put my finger on what the cables reminded me of and I couldn't figure it out until I sat down and watched the matrix again. It reminds me of the nebuchanezer. VERY NICE. Looks detailed without being overly complex (structure wise) - good stuff..
The waterfall: My personal preference in this sort of situation where you need flowing water type effects is to use a particle system. You could get away with two particle systems for the waterfall. 1 for the base to blow up some spray - probably only need 20 or 30 particle a second to get that effect. For the actual waterfall, I'd go around 600-800 a sec with a max particle count of 2000. Set the particle system to be "high detail" and have that scrolling textured brush behind so people with crap systems can still play. If you set the waterfall system to collide and then have a rock or two jutting out you could end up with some nice looking effects where the waterfall actually appears to be influenced by the shape of the rock face..would be nice and pretty..
The glass: It would be nice to see some condensation on the windows, given that the water outside is cold then the windows would fog up. You could use 1 entity for the actual glass that would be the normal thickness then place another entity that is super thin (1 unit) in front with a sort of blurred whitish colour in places and maybe some water marks and droplets on it. If the thin entity in front was more opaque than the real glass then you would get a blurry look outside which would fake the idea of it being in water much better.
Other than that - nice work!
Found the other thread about the layout, too. 13 nodes? <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Found the other thread about the layout, too. 13 nodes? <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Nope, never got released back then. I took a 2,5 year long break from mapping and actually started this summer again, continuing this map. I've made several new areas (and trashed several old) and tried to make a good layout, though it's hard. The new version of the map is very different from the old, both theme- and layout-wise (most of the theme is preserved, just tried to make the purpose of the map more detailed and put in some areas that fit in the context). Honestly I don't know what I was thinking with the old layout <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> I'm kind of motivated to finish it this time since I've worked so much on it and its concept. I will probably post some screens in some time <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Also howcome I never saw this thread before <img src="http://www.unknownworlds.com/forums/style_images/1/folder_post_icons/icon5.gif" border="0" class="linked-image" /> And do ya have some new screens of the stuff you've been working on all this time in secrecy?
Also howcome I never saw this thread before <img src="http://www.unknownworlds.com/forums/style_images/1/folder_post_icons/icon5.gif" border="0" class="linked-image" /> And do ya have some new screens of the stuff you've been working on all this time in secrecy?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1660519:date=Nov 14 2007, 04:59 AM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Nov 14 2007, 04:59 AM) <a href="index.php?act=findpost&pid=1660519"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->thats awesome! time to start porting it for ns2 i'd say <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, it would be easier keeping the detail up if I made the map for NS2 in Source instead. Maybe I'll finish the map for NS1 and then port it to NS2, since I've worked so much with custom textures, layout and design for the map for the HL1 engine.
<!--quoteo(post=1660475:date=Nov 13 2007, 08:48 PM:name=ShenTraX)--><div class='quotetop'>QUOTE(ShenTraX @ Nov 13 2007, 08:48 PM) <a href="index.php?act=findpost&pid=1660475"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->mmm... screens... ?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, I'll hook you up with some screens soon <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> Might make a whole new thread since the map has changed so much and the thread is so old. Anyway, here's a small sneakpeak of some new areas <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> I know there are some texture alignment issues, but it's not done yet <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
[attachment=35780:ns_deepb..._ms30000.JPG]
[attachment=35781:ns_deepb..._ms30005.JPG]
Edit: the first one is a corridor outside one of the hives. To the left (which can't be seen at the screen) there's an "underground lake" that you can see through the window. The second scene is seen from outside.