Co_tunnel Final

TekdudeTekdude Join Date: 2003-04-13 Member: 15455Members, Constellation, Forum staff
<div class="IPBDescription">The Final Version</div> Maybe a few of you may remember, a little while back I posted some shots of my first NS Map... my first ever map. <a href='' target='_blank'>co_tunnel</a> Well, this is the 3rd and final version of it, and I think it's alright. The old version was very big and open, the new version still is, but has more objects such as crates and pipes to make it easier for aliens, and a pretty decent vent system. Here are the screen shots of the new and final version:

Shot 1: The Ready Room. Players still drop down to go random, and can now climb up to spectate. That black thing is a rope. On the far end is a ladder that goes into a pit type thing, that has a window overlooking the main room. It had to be lowered from previous versions because I lowerd the whole roof.
<img src='' border='0' alt='user posted image' />

Shot 2: Another angle of the Ready Room. You can see the yellow ladder heading down, and the window viewing the Hive chamber.
<img src='' border='0' alt='user posted image' />

Shot 3: The Main room. You can see the bridge going across, the doorways to the two halls on either side (which are new), and a few random pipes. The yellow thing on the bottom is a ladder, and the white thing is a light.
<img src='' border='0' alt='user posted image' />

Shot 4: Another view of the Main room, you can see the window from the Ready Room, and a few entrances to vents if you look close enough.
<img src='' border='0' alt='user posted image' />

Shot 5: The Hive Chamber, a shot of the bottom. I split it up so Marines have to climb to shoot it, unlike the previous versions where they could just walk over and shoot up.
<img src='' border='0' alt='user posted image' />

Shot 6: A view of the top area of the hive. Sorry for the bad angle, but behind that pipe is two large garage doors, and on the left wall is the window to the Ready Room.
<img src='' border='0' alt='user posted image' />

Shot 7: A view of the Marine Spawn area, which is behind the walls at the far end. As you can see, there are multiple vents, which is what the thing on the left side is, and random pipes. They were an effort to slow down lerk ownage, which was a problem.
<img src='' border='0' alt='user posted image' />

Shot 8: The actual Marine Spawn. There is a garage door on the left, and a ladder going down behind the Comm Chair.
<img src='' border='0' alt='user posted image' />

Shot 9: One of the hallways that runs along each side of the main room. They're nothing special, but I wanted to add them. As you may have noticed, there are vents on the top to keep Marines from shooting aliens as they come though.
<img src='' border='0' alt='user posted image' />

In case anybody wants to know... here's the backstory:
The Kharaa have infested one of the two towers on Teriosa, the commercial tower. Attempts at quelling their infestation have failed, and the current primary goal is to thwart their expansion into the residential tower via the underground maintenance tunnel that connects the two towers. Once that has been accomplished, a second assault on the commercial tower can be attempted. Total annihilation of the commercial tower is not possible as it would eradicate the residential as well.

If anyone wants to download the map, head to my friend's new site (<a href='' target='_blank'>The Hive Sight</a>), register an account, and download it.

Before you start flaming me for the map being so noobish, it was my first map.


  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Not too shabby for your first map. I'm actually suprised to see that you finished it out, I think you're the first person i've ever heard of who completed their first map.

    Work on your hallways. That was the big glaring thing I saw. You had a long hallway that had a boxlike profile and nowhere for skulks to run. It's called a shooting gallery and it's no fun for ns.

    Lighting. Most of your lights are white. Although this is definitley not a bad thing, a few colored lights here and there can help spice up a room. Look for plausible spots to put them, like the edges of walkways, stair landings, pipes that are in an area where people might bump into them, and other areas where people might need to pay special attention to something.

    Infestation. Most of your work seems like regular brushes with infestation textures. Try to find some resources on vertex manipulation so you can add big chunks of infestation. Also try to establish a "grade" in your infestation where it is heaviest near the hive and gets lighter as you go further away from it. It looked like some of your textures were absolutely clean while those nearby were pretty heavily infested, apply this idea there specifically.

    All in all good work, keep practicing and we'll all wait to see what you come up with next. <!--emo&:)--><img src='' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    your construction there is really not bad at all. you simply lack effort in lighting, or possibly just don't know it looks bad compaired to what we've seen. That and texturing. Really that's all you need to change there for a really original feeling map.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    It's certainly alot better than what i was doing with my first map <!--emo&:)--><img src='' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. Try to make the lighting more varied and break it up a bit. The hive seems to have only one main light source.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    I agree with the lot. For a first map it is pretty good, all you lack is just experience.

    As a whole its looks pretty bland as you only use a few lights which light up your whole area. If you want to work with lighting fiddle around with the radiosity compile settings like gamma or scale. The best thing to do is just play around with the figures and see how they effect lighting. By looking at how it works you can try to reorganise your lighting and create a unique lighting scheme which in my opinion is important in an ns map. For exemple one can easyly notice the difference in eclipse's or nothing's lighting settings by the way lights illuminates the different areas, or the general colour of the map. eclipse is kindof orangy and nothing has a much more balck and white feel to it.

    lighting can help alot by giving a sens of uniqueness to a map and its just question of a few figures in the compile settings. That why the most common response to a map which doesn't play on this is simply: work your lighting!

    Hope it helps.
  • NzNexusNzNexus Join Date: 2004-02-16 Member: 26605Banned
    Yes! and add some red light in some zones..That will look better.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    the architecutre is quite good compared to MY first mapping try ^^´

    1. add more colored lights, they will work wonders!
    2. use the texture alignment tools <!--emo&;)--><img src='' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> just little bit rescaling, some additional brushes an voila!
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