I'm Back Baby
HanzGrub3r
Join Date: 2004-02-23 Member: 26823Members
<div class="IPBDescription">and if you don't know me then :P</div> Hey guys, a lot of you wont remember me cause I was around in the early stages of ns...but for those who do <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> ...hey guys... I lost my original nick (HanzGruber) cause I have a new email and none of the moderators seem to be contactable by their email addys <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
For those that don't remember me - I have released a couple of wads since the beginning of ns, started work on various ns maps but couldn't commit any time to them cause of work etc..then I lost the net for 2003...BUT NOW I'M BACK BABY!
Anyways - I figured that I might show some of my older works from my map ns_odlers and also a screeny of some of the textures in my latest compilation of custom textures (mostly mine but some royalty free images from net)..
without further ado...or just a little ado..
For those that don't remember me - I have released a couple of wads since the beginning of ns, started work on various ns maps but couldn't commit any time to them cause of work etc..then I lost the net for 2003...BUT NOW I'M BACK BABY!
Anyways - I figured that I might show some of my older works from my map ns_odlers and also a screeny of some of the textures in my latest compilation of custom textures (mostly mine but some royalty free images from net)..
without further ado...or just a little ado..
Comments
the ceiling height has changed etc...I just couldn't find the last bsp I made..so these are from old compiles...I just wanted to refresh the oldies minds <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
the last 2 shots are from the new version...that's the marine spawn..eventually there will be a drop ship in there and two hallways to the left and right..plus one vent in the ceiling...
the other thing is of course - these maps are so much darker on my monitor..and I have a dark monitor - so I tend to brighten up the gamma a bit...so they're actually darker than they look <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Don't know how much lurking you've done around here but take a quick look throught the screenshots thread. There's some really great stuff being put out lately.
they are looking really nice though...it's a shame more people don't use custom texs tho..would be good to get away from that similar feel that some ns maps have...
I'm actually gonna have to scrap odlers cause the initial concept has been done now by other mappers and I don't want any accusations of copying blah blah blah...but I've got a couple of gems in the works <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I'll probably put up some shots in the sshots thread later this week..
(btw good to see a familiar face..or name...or...well, you know what I mean)
<span style='color:purple'>But what does my eye spot, it that a standart half-life sky... Your probably going to change it but I just had to say it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--></span>
The map looks alright, some nice ideas let down by bland lighting and excessively spacious, incoherent architecture. Beef it up, eurotrash!
Now I'm feeling the idea won't work, there isn't enough detail and the lighting is too bright. You probably know that already though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Thursday - don't be so sure that the drop ship idea wont work...it hasn't been tried properly yet...one of my early early map concepts which was scrapped when the new mapping method was implemented (ie the texture to hide brushes for the commander) was called ns_crash..it featured a busted up hanger with a marine dropship that had crumbled on impact...worked quite well because the door to that room only opened from the inside...so once the marines had left the crash site they were locked out...the com chair was in the next room (like a docking station)...
Just general comments for everyone now, especially mappers...this may sound a bit judgemental but I'll shoot for it anyways - try to give a bit more purpose to your maps.. instead of just making weird looking room after weird looking room, try to make the map make sense in terms of real world circumstances...think to yourself, "ok, if this were a real ship/space station/docking station/science lab satelite/whatever, what would it have in it" - lend yourself to fiction in a fictious world... it will make the maps more interesting and also easier to navigate.. ken20banks and relic25 are the champions of that...ns_caged is a good example... these maps have memorable locations instead of just 3 hives, 1 marine start and a whole heap of rooms in between...
id say you must dload the ns2.wad and try it.
Perfect relocation spot -- marines must sleep too, or they'll be all cranky and won't follow their orders ... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Perfect relocation spot -- marines must sleep too, or they'll be all cranky and won't follow their orders ... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Shameless plug, but co_nova has got you covered on that front. Beds, showers, linen trolleys, it's all here, baby.
Welcome back! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
WB big guy, get back to mapping <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->!
Thursday - don't be so sure that the drop ship idea wont work...it hasn't been tried properly yet...one of my early early map concepts which was scrapped when the new mapping method was implemented (ie the texture to hide brushes for the commander) was called ns_crash..it featured a busted up hanger with a marine dropship that had crumbled on impact...worked quite well because the door to that room only opened from the inside...so once the marines had left the crash site they were locked out...the com chair was in the next room (like a docking station)...
Just general comments for everyone now, especially mappers...this may sound a bit judgemental but I'll shoot for it anyways - try to give a bit more purpose to your maps.. instead of just making weird looking room after weird looking room, try to make the map make sense in terms of real world circumstances...think to yourself, "ok, if this were a real ship/space station/docking station/science lab satelite/whatever, what would it have in it" - lend yourself to fiction in a fictious world... it will make the maps more interesting and also easier to navigate.. ken20banks and relic25 are the champions of that...ns_caged is a good example... these maps have memorable locations instead of just 3 hives, 1 marine start and a whole heap of rooms in between... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I liked the dropship idea. The idea I didn't like is the length of time between the dropship and the CC. The idea of the small corridors and low rooms and sewer hives were probably not the best.
Perfect relocation spot -- marines must sleep too, or they'll be all cranky and won't follow their orders ... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Shameless plug, but co_nova has got you covered on that front. Beds, showers, linen trolleys, it's all here, baby. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I'll try relocating there the next CO game then <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
thanks guys
Mendasp, hehehhee I had forgotten my signature and pics...I'll fix that up now...that even supercedes my desire to map <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Welcome back! (Even though I don't remember you, lol) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
~ DarkATi