Co_nada

lillbrorsanlillbrorsan Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
edited February 2004 in Mapping Forum
<div class="IPBDescription">Started on a new one...</div> <b><span style='font-size:14pt;line-height:100%'><span style='color:red'>W.I.P</span></span></b>

Well hello all community members.
I dont know if you remember me posting
about ns_halo? Unfortenatly the map and
source were lost so i couldnt finish it.
After that loss i did not want to make
another map so the time passed.
Yesterday, i decided to start on a new map
and this time an Combat map.

I have no story for this map nor a good name.
What you see on the pictures took about
one hour to do but my friends (4 that is)
like what i have done so far.

These screenshots show the marine start
in an outside area. The door on the first
picture is out of order.

(DONT tell me about the damn sky cause it will change)

<img src='http://toffe.kladdpapper.com/co_nada_1.jpg' border='0' alt='user posted image' />

<img src='http://toffe.kladdpapper.com/co_nada_2.jpg' border='0' alt='user posted image' />

<img src='http://toffe.kladdpapper.com/co_nada_3.jpg' border='0' alt='user posted image' />

<img src='http://toffe.kladdpapper.com/co_nada_4.jpg' border='0' alt='user posted image' />

I hope you like it cause i do ^_^
«1

Comments

  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    heyah, loocks bether then halo me think <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    annyways, the corridors r a bit whide, are they not ? skulks are gona have a hard time...

    and another thing, dont place crates evrywhere in those bit-to-wide corridors, cuz somone is going to kill you
  • lillbrorsanlillbrorsan Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
    Do you mean the big corridor on screen 3 and 4 ?
    Well i dont really think they are too wide and theres vents ^_^
  • lillbrorsanlillbrorsan Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
    Updated the pictures on first post, used ayumis sky and fixed the lightning a bit.
    Many looking in this thread but not replying, come on ppl reply!!
  • manrinmanrin Join Date: 2003-08-10 Member: 19340Awaiting Authorization
  • lillbrorsanlillbrorsan Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited February 2004
    means its work in progress

    [edit] maybe you should try overlays for that screen, and combine them into one func illusionary
  • lillbrorsanlillbrorsan Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
    edited February 2004
    I applied some overlays and pipes from a future corridor of some kind ^_^

    <img src='http://toffe.kladdpapper.com/co_nada_5.jpg' border='0' alt='user posted image' />

    <img src='http://toffe.kladdpapper.com/co_nada_6.jpg' border='0' alt='user posted image' />
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    Very very very nice can I have it? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Only gripe I have is the walls around the outdoor area - theyre fine, but it seems like a very abrupt ending - the line between the top of the wall and the sky beyond. Dunno what it needs tho - something more shapely than a flat line?

    Otherwise very good.
  • lillbrorsanlillbrorsan Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
    The walls on the outside area will be fixed later on.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    the entire surface of the screen panel glows indiscrimanently, it would look better if the dark areas surrounding the actual screen weren't so lit up.
  • lillbrorsanlillbrorsan Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
  • lillbrorsanlillbrorsan Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
    edited February 2004
    Tomorrow i will show you new pictures were i have added some details and added an elevator to an underground area. Time to go to my Power Yoga ^_^
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2004
    I'm missing the human interface <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> All I can see now is just lot's of screens.
    The glass walls are interesting, but I hope it doesnt give the marines to much of an edge seeing the aliens comming and all.

    A tip on that MS and sky (warning ascii edit)

    Hammer side view now (im guessing)
    ___________
    |???????????????????|
    |???????????????????|
    |???????????????????|


    would look nicer like this:
    ____________
    \????????????????????/
    ?|??????????????????|
    ?|??????????????????|

    And maybe add electric fences so skulks can't walk on the sky

    ah well I think you'll get the main idea <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    [edit]
    typos...
  • HellBringerHellBringer Join Date: 2004-02-17 Member: 26641Members
    edited February 2004
    skulks cannont walk on any brushes with sky and some other texture. Im guessing null. Also what are overlays? apperently lots of texture lights need them. I hear it all the time, but what the heck are they. Would be useful in my map.

    EDIT*major run on sentence
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2004
    <b>Off topic:</b><!--QuoteBegin-HellBringer+Feb 22 2004, 05:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HellBringer @ Feb 22 2004, 05:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->skulks cannont walk on any brushes with sky and some other texture. Im guessing null.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yes they can <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> And they can also walk on NULL

    I just found out something interesting to finally counter this problem though. Skulks can walk on a horizontal sky brush, but it seems not on a verticle one..
    Tested it in WON though going to try it in STEAM next I'll update the <a href='http://www.unknownworlds.com/forums/index.php?showtopic=62266' target='_blank'>Ns Outdoor Mapping Guidelines/rules</a>

    <b>On topic:</b>
    Just had a walk arround in the *.bsp you send me <b>lillbrorsan</b>. The particle system you use for the pipe looks kind of weird. I was playing arround with the PS and though hmm I havent done the downward steam yet. So to help you out I'll put down its important values/flags:

    <b>env_particles_custom:</b><ul>
    </li><li>generation rate: 10
    </li><li>animation frames in sprite: 30
    </li><li>Particle sprite: sprites/flare2.spr
    </li><li>maximum paticles: 200 (I always put it on 200 could be lower I guess, ut it won't influence performance <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->)
    </li><li>Particle size: 16
    </li><li>System lifetime: -1
    </li><li>Particle lifetime : 3
    </li><li>Starting velocity shape : box
    </li><li>Starting velocity params: 0,0,-75,0,0,-85,0,0
    </li><li>scale over lifetime: 24
    </li><li>max alpha: 0.3
    </li><li>rendermode: Additive -> (src*a+dest)
    </li><li>animation speed: 1
    flags: Start on, fade out.
    </li></ul>I would btw make the outside area higher since I was skulking arround a bit wiht the speed/movement I always use and jumped onto a box tried to jump from that towards another one only to notice I can jump towards the sky and walk on it...

    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=62266' target='_blank'>Ns Outdoor Mapping Guidelines/rules</a> has some good solution on this problem <span style='color:gray'>written by yours truely <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--></span>

    [edit]
    <!--QuoteBegin-HellBringer+Feb 22 2004, 05:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HellBringer @ Feb 22 2004, 05:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Also what are overlays? apperently lots of texture lights need them. I hear it all the time, but what the heck are they. Would be useful in my map.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Ovelays:
    They where explained in this thread by <b>ShdwStal </b>:

    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=62949&st=0&hl=overlay' target='_blank'>http://www.unknownworlds.com/forums/in...st=0&hl=overlay</a>
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    looks ok.
    I think it could be spiced up, by adding detail to the outside areas.
    The glass panels are a lovely idea, but the outside areas, look very plain and boring. The purpose for glass windows, is to show some lovely areas, that add realism and characterise your map.

    Get them imaginative fingers working <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Kouji San+Feb 22 2004, 06:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Feb 22 2004, 06:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-HellBringer+Feb 22 2004, 05:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HellBringer @ Feb 22 2004, 05:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Also what are overlays? apperently lots of texture lights need them. I hear it all the time, but what the heck are they. Would be useful in my map.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Ovelays:
    They where explained in this thread by <b>ShdwStal </b>:

    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=62949&st=0&hl=overlay' target='_blank'>http://www.unknownworlds.com/forums/in...st=0&hl=overlay</a><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yay. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    It looks pretty good, but maybe a bit more detail. Also, the textures are kinda repetative. Looks like a nice start though.
  • lillbrorsanlillbrorsan Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
    edited February 2004
    I will give you some pictures tomorrow of some stuff that has changed and i will give you a changelog. Skulks can no longer walk on the sky, i will explain everything tomorrow along with the pictures.
  • lillbrorsanlillbrorsan Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
    edited February 2004
    As i said yesterday, heres the changelog and some pictures:

    -Fixed the outside area walls and made them higher.
    -Added fences.
    -Added func_friction and trigger_push to keep skulks away from climbing on the sky.
    -Added pipes.
    -Added smoke to pipes.
    -Added supports for pipes.
    -Fixed overlay.

    <img src='http://toffe.kladdpapper.com/co_nada_n1.jpg' border='0' alt='user posted image' />

    <img src='http://toffe.kladdpapper.com/co_nada_n2.jpg' border='0' alt='user posted image' />

    <img src='http://toffe.kladdpapper.com/co_nada_n3.jpg' border='0' alt='user posted image' />

    <img src='http://toffe.kladdpapper.com/co_nada_n4.jpg' border='0' alt='user posted image' />

    Hope you like it so far ^_^
  • The_CheatThe_Cheat It&#39;s a The Cheat&#33; Join Date: 2003-11-19 Member: 23191Members, Constellation
    edited February 2004
    You said you fixed overlays? I don't even see the overlays in that picture. The purpose of an overlay is to make the lighted part of certain textures appear to be lit without giving the rest of the texture the fullbright effect of the texture lighting.

    It appears as though you forgot to remove the texture lighting of the base textures and add that value to your overlay textures.

    EDIT: Typos................ <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
  • lillbrorsanlillbrorsan Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
    Damn your right The Cheat, i forgot to remove the god damn texture lightning, fix it now. Oh, i love your name The Cheat ^_^
  • lillbrorsanlillbrorsan Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
    Im sure some people wonder why im making so slow progress and most of the time goes to school so that should explain alot of questions. ^_^
  • The_CheatThe_Cheat It&#39;s a The Cheat&#33; Join Date: 2003-11-19 Member: 23191Members, Constellation
    <b>Off-topic</b>: Haha, yeah. I'm at school right now, and I've been really busy the past week so I haven't been working on my own map much either. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • lillbrorsanlillbrorsan Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
    True. I blame school for taking too much time of my life <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • lillbrorsanlillbrorsan Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
    Wow.
    Well, my new hand held pc hasnt arrived yet so im pretty angry and to release some of the aggression im making a Ready Room for my map. When the ready room is done i will continue by adding a cargo storage of some kind on the "real" part of the map.
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    you have got to change that testure you used for the 'support beams' for the tube/tunnels...
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    ok number one, no skies, that gives the opportunity to the aliens to stick ontop of it and attack from there, so just rebuild the sky thing, and second of all, decrease your lighting by like 3%, its kinda way too bright if it were to be inside.
  • lillbrorsanlillbrorsan Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-BlackPlague+Feb 24 2004, 08:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlackPlague @ Feb 24 2004, 08:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ok number one, no skies, that gives the opportunity to the aliens to stick ontop of it and attack from there, so just rebuild the sky thing, and second of all, decrease your lighting by like 3%, its kinda way too bright if it were to be inside. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I have fixed the "skulk-can-walk-on-skies" thing with some help on a dedicated ns player.
    The lightning is pretty fine actually, cause its not inside, its an outside area and the light from outside shines in through the glass into the corridors.

    Got it ?
  • The_CheatThe_Cheat It&#39;s a The Cheat&#33; Join Date: 2003-11-19 Member: 23191Members, Constellation
    Do you have updated shots of that hallway with the fixed overlays on the monitors?
  • lillbrorsanlillbrorsan Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
    Yes, i will post them later when i fix some other stuff.
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