There are not enough textures
Justin_Case
Join Date: 2002-08-08 Member: 1114Members
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Seriously, see how many fantastic and individual maps have come out of what textures have been provided. Originality can come from architecture, lighting and style, not just from texture usage.
<a href="http://planetquake.com/simland/pages/tptech1/tech1.htm" target="_blank">http://planetquake.com/simland/pages/tptech1/tech1.htm</a>
<a href="http://www.deltatraining.com/relic25/" target="_blank">http://www.deltatraining.com/relic25/</a>
<a href="http://www.planetquake.com/bighouse/textures.asp" target="_blank">http://www.planetquake.com/bighouse/textures.asp</a>
That last one is a great one.
You most likely have no idea how much skill, dedication, or time it takes to craft a map that looks good. No idea at all.
Why don't you show us some pics of _YOUR_ map? Hmm? I bet you've never even tried.
Basicly, quit complaining. When you post some pics that blow mine out of the water, when you make <i>one</i> insightful comment, when you make one meaningful, lsting contribution to this forum, I will listen to you, and heed what you have to say.
But as of now, you're just a whiney little troll.
You most likely have no idea how much skill, dedication, or time it takes to craft a map that looks good. No idea at all.
Why don't you show us some pics of _YOUR_ map? Hmm? I bet you've never even tried.
Basicly, quit complaining. When you post some pics that blow mine out of the water, when you make <i>one</i> insightful comment, when you make one meaningful, lsting contribution to this forum, I will listen to you, and heed what you have to say.
But as of now, you're just a whiney little troll.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
*applauds*
I really don't think you've got any reason to complain, either, Justin. The maps that I've seen so far in this forum have been absolutely GORGEOUS. One of the things I was simply dumbstruck by on Ken's "Powerhouse" screenshots was the amazing way he stuck together textures with some very complex brushes (complex from a n00b mapper's standpoint, anyway... I'll let the people who know what they're doing be the final judges on brush complexity <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->). He didn't need a whole lot of new fancy textures because he made awesome use of the ones he had. That seems to be the trend with just about every map screenie I've seen so far in this forum. And while I'm playing the game, some of the things I'm quite sure I WON'T be thinking are:
"man, this game needs more textures..."
"yep, I would be having a lot of fun now if it wasn't for the lack of textures..."
"WHOOOEEE this map is awesome!... or it would be if it used more textures!"
Using too many custom textures can be a problem, because its the official textures (or the variants thereof) that give the map a large part of the 'atmosphere' that is <i>necessary</i> in an NS map. Yamazaki's map Penumbra was a fun map to play on, but it's almost complete use of custom textures made it so the map just didn't really feel 'right.'
There've been enough textures in the wad to produce dozens of spectacular looking levels. Cory may add more textures in the future, but for now just work with what you have. Innovation in design can go very far towards making a map original, and in fact moreso than a different texture set ever could. If you ever want to be a professional level designer, you have to be able to stretch what you have as far as it can take you.
Exactly. If I were a game developer, I would hire a guy who can make visually appealing levels with a limited (and usually generic) set of textures over the guy who has all of his textures custom made for each and every little thing in the level. It would save money, time, and work. Besides, I personally feel that texturing this way gives the level a more natural and realistic feel, rather than a brush/plaster-texture type of thing. Don't get me wrong, a good, solid set of textures is definitely a very important thing to have (which we have with NS)... but you have to be able to stretch these textures when you don't have exactly what you need to make your level unique.
Since Frodo brought up Powerhouse, I'll use that for an example:
Almost every single texture used on the wall geometry is either labeled as a door... or an elevator.
Good textures can be used in countless ways before becoming boring and overused if you have talented designers on the project -- same with UT2K3's static mesh system. NS has good textures. NS has a hell of a lot of talent.
I think I've made my point clear. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
(Oh, to clarify, they don't fire EVERYONE who asks for new textures... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> There are always times where a custom texture is the only way to go.)
<!--EDIT|KungFuSquirrel|Oct. 08 2002,17:49-->
Almost every single texture used on the wall geometry is either labeled as a door... or an elevator.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
First time I played ss_nothing I kept running into the walls expecting them to open <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Please try and be more constructive with your comments in future JC.
Back when I made my first map, I thought that I couldn't cover the walls with a texture that didn't have the word "wall" in it. It's really about flexibility--the texture 'door_horiz6' is used all over the place in several maps, like Nothing and Bast. And 'vent2' is one of the most used trim brushes in the ns.wad--and that's "supposed" to be used as a vent! Custom textures are great, and sometimes necessary, but first use up everything that you have.
516 textures in the ns.wad
and (of course not official) in my wad there is another 129
I don't know about any other mappers but for me 645 textures at my fingertips is quite an exhaustive ammount to go through...
I think you should just stop whinging...
<!--EDIT|InterFect0r|Oct. 09 2002,09:50-->
<!--EDIT|Moleculor|Oct. 09 2002,11:46-->