The Ns_warehouse Project

ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
edited May 2004 in Mapping Forum
<div class="IPBDescription">My 1st ns based map in Progress</div> After getting advice from other people about using entitys and stuff, I've decided to create my own map, I'm just getting the hang of things about the textures, clipping tools, vertex shaping and stuff.

I've created a simple brainstorm of what the map will be in my final release.

Here is my brainstorm picture of the locations of the map and how i am going to create it.

<b>Map Creation Progress : 4% Complete</b>
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Comments

  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    edited May 2004
    to add on top of things, I've constructed the marines spawn point for you to try out

    however the map isnt playable but only for viewing, as I understand I need to add textures and stuff befre i proceed to create the corridor access paths, the ready room will be the last thing for me to do as the ready room are easy to create.

    post your feedback of what textures should i add and things.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    you really should get in the habit of posting screenshots. It's the only way to get feedback in quantity on this forum.

    Without looking at anything the only advice I have for you starting out is to not settle. Don't be happy with things being halfway towards what you want, take the extra ten minutes to four hours that it may require to do it right. Also I would suggest not trying to stretch into multiple areas. This gets kind of boring but I think it hones skills faster.

    That said if you get bored what's the point? I guess try to balance it out.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    You get the ignorant, the lazy, and the busy here. No time to download for me either, SCREENSHOTS PLEASE <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • HazzardHazzard Join Date: 2004-02-11 Member: 26396Members
    why does everyone say more sreenies...

    weelll i know

    post atleast 1 for us to have a taste its the only way to get some atention <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    got screenies? here ya go

    Pic 1 - Marines Spawn Loading Bay
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    Pic 2 - Marines Spawn Loading Bay
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    Pic 3 - Marines Spawn Loading Bay
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    Pic 4 - Marines Spawn Loading Bay
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    ns_warehouse project is 2% complete, I'm finalising what I'm going to add as a celing, then ill reshape the textures using the vertex clipping tool.

    Post your feedback what you think so far.
  • SiLenTDeaTHSiLenTDeaTH Join Date: 2004-04-27 Member: 28257Members
    Well judging from the picture of the MS, the layout of that doesn't look all that bad, those crates though. gotta go. if u want something for cover there then try adding some computer screens around an island there.
  • SiLenTDeaTHSiLenTDeaTH Join Date: 2004-04-27 Member: 28257Members
    lol I just noticed in pic 3, the res node, u have an alien and a marine tower on the same node, lol. I look forward to watch this map develop.
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    I'll keep an update of my map, I'm about 60% complete with the 1st room, the Marines Spawn - Loading Bay.

    Here I've updated the texture of the wall situated closer to the comm chair with 4 sets of computer mainframes along with 2 pictures of x-ray skeleton screens, scarrryyyy <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->

    Pic 1
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    try and change one of the screens the one that has the skeletons on it i think it would look better with 2 different screens not the same image
  • SiLenTDeaTHSiLenTDeaTH Join Date: 2004-04-27 Member: 28257Members
    I think the skeleton screens seem a bit large.. Mabye make them a little smaller, and replace 1 so it looks different.
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    I would do that, one problem is that I'm sticking to the basic wad files, as I don't want to use any custom-based wads (that includes the maps bast, eclipse, hera etc.)

    So I'll try to find images simular or a bit smaller in size to fit best.

    Atm now I'm now getting the 1st exit path from the marines spawn. Currently I'm setting up the North Access Corridor, as I've already getting the texture layouts finalised and as well as the vertex shaping right.
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    ok now I can show you a bit of a preview that I'm working on the North Access Corridor and the Cargo Bay (possibly renamed to Cargo Foyer later on)

    atm my progress so far has been slow, I'd say I'm only 4% complete, without the proper textures, I've only managed to get the vertex shape happening.
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    Names sound very... Ns_nothing-ish. Like the other guy said, oust the crates and pop in some kind of island computer mainframe or something of the sort, like vertical pipes surrounded by a railing.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited May 2004
    Remove the light in the middle and try experimenting with light_spots, lights and textured lights. The lighting at the moment is, sorry to say, but its ugly <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Lighting can make or break a map and this overbright light in the middle is just wrong. The architecture is nice though, and with some nice lighting it would look so much better.

    Happy mapping and hope to see more screenshots (can't help it I like screenshots <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )

    <span style='color:gray'>[edit]
    And don't forget adding some nice shadows. This adds to the atmosphere of the map and NS mapping is all about atmosphere.</span>
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    Before I do try to expeiment with the lighting, for me it's best to provide the textures for each room.

    I'm deciding on the final outcome for each room and path for their texture layouts, the pipeline room looks cool though, stay tuned as I haven't yet decided what texture I'll use for the celing. The lights I can deal with that as soon as I'm satisfied with the texture layout.

    Pic - North Access Corridor (Lower)
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    Pic - Marine Spawn Loading Bay with North Access Corridor, not finished yet.
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    Pic - Resource Node relocated along with the craft boxes. I know requests are there to be removed, that would mean it can degrade the quality of the marines spawn room as I didn't choose to label Loading Bay without some form of presentation.
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    Pic - Ahhh the Pipeline Room (Pipeline GH257 - possibility of a rename to Pipeline Access West/Central/East)
  • FlowFlow Join Date: 2003-11-15 Member: 22906Members
    How you achieve these r_speeds? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->

    Imho, the ceiling texture doesn't really fit to the Rest. And you should work on detailed Brushes.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    edited May 2004
    From here my advice would be to do two things

    A) work on your lighting. So far the lights that you have seem to be monocolored and difficult to produce shadows with. Kouji hit it right on the head here. You need to get your lights in order before you start adding any more rooms, as the more you add to a map the more difficult it is to modify the overall theme later.

    B) Details. your rooms are bare. They look like sketches at the moment, and although there are good ideas lurking in there, you really need to go back over them and develop it more. Put details in. Things like door trims, support beams, wires, walkways, all that needs to be there. If you plan on really getting into that stuff later I still suggest you do a little bit of it now, just for practice and the off chance that you'll make something that will feature well in a yet-to-be-made part of the map. Also work on your hallways, get something besides two walls, floor, ceiling and some doorways.

    My outright suggestion here is to stop adding rooms for the moment. You have given yourself a lot of canvas here already. Go back and add details, tweak the lighting, and keep looking for tutorials. Rooms can average ~500 wpoly (and peak at 800, although that shouldn't happen very often) If you have rooms that aren't even close to that, look for places to improve. Don't settle, keep trying to optimize what you've got so you can add enough to be happy. In that respect keep looking at tutorials, and turn gl_wireframe 1 on every once in a while to make sure your pipes aren't breaking up your wall brushes.

    I'm really not trying to discourage you. It's hard to post your work for everyone to rip apart, especially when you're new to it and know that things could look better. You are doing well here.... better than my first attempts for sure. At least you didn't spend two and a half hours trying to figure out how to make a hole for someone to get from one boxy room to another boxy room. Just take your time on making this one, it's not a race after all. Keep at it and keep learning, then you'll do well with this.
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    Thanks for the advice, you are right there Reese, I've begun experimenting with the lighting issues, so far I've got the North Access Corridor Flickering with an organe colour, along with a revamped Marine Spawn. Now the images and the dorr that was once there have been replaced with 6 sets of computers.

    Although it's not bright, I'm working on the marine spawn to look very attractive.
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    to top things off I don't know what you think about this revamped spawn. If you don't like it please make a staement about it. thanks.
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    Marines Spawn - Reworked
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