Co_gauntlet

venomusvenomus Join Date: 2002-11-16 Member: 8951Members
<div class="IPBDescription">might finish this one!</div> OK I've been working on a combat map with a brutally simple layout: two bases connected by a corridor lol. I like to think of it as not a funmap though. At least I have made an effort to give it 'immersion'.
It is basically finished, just need to make the readyroom and maybe tweak the lighting and stuff. Could also do with preliminary fedback at this stage so plz check out these screenshots (warning dodgy gamma correction):

The layout. As you can see the bases (MS and hive) are quite large places. The central corridor in in fact split into 2 by a structure (you will see in a later screenshot). There are vents and stuff of course so it isn't <i>that</i> brutal <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> .

Comments

  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    edited May 2004
    This is teh central corridor. I could make the barrier down the middle a bit higher, and thus divide it up more effectively, if it turns out to be necessary. There are also loads of vent openings on the ceiling and in the central trench.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    edited May 2004
    This is a view of the marine start. It is quite an open place, maybe I need to add some crates and dropships and stuff (though the r_speeds are high enough already <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> )
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    edited May 2004
    The hive area, while still being a large place, has a bit more cover and hiding places for skulks:
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    edited May 2004
    A view of the hive itself:

    Well I think I'll leave at this for now, as its 3am and I've been drinking lol. There isn't that much more to show anyway in this simple map.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    ok. its needs to be dark. at least some more. it looks so bright it hurts.
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    A very good layout, but with only one big corridor (If I read your layout right) marines will dominate. They just need to press into one area to win - one area where skulks will have no cover. Throw more corridors & vents in to balance it out.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    That picture quality is horrible, I couldn't really see anything very well in those pictures. I also do think you should listen to Dragon_Mech, but if you dont want a brand new corridor I suggest making several more vents to that hall.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    You would be unable to use firearms in that room, conventional muzzle flashes would reflect off the mirrored white walls indefinatly and eventually BLIND EVERYONE!!!

    long story short, the lighting needs work <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    The architecture in general looks really good, but you really need to work on the lighting. It may just be the screenshots, but it doesn't look like there is an iota of contrast in the map. You also might think about replacing the glass texture with something that wasn't designed specifically for rectangular windows. It looks a little odd. Keep working on it, I'll look forward to updates. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    I think he just brightened those screenshots. It's not ingame... or is it?
  • BigBullBigBull Join Date: 2003-04-02 Member: 15123Members
    Looks like his gamma is h4x0red.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    The image quality appears to be detracting from the lighting, also those corridors are so long... its going to make it difficult for aliens to do anything other than defend by camping their hive...
  • NzNexusNzNexus Join Date: 2004-02-16 Member: 26605Banned
    I respect people who can mapping & Level Design.
    And so far is this map no problem. But i see on this site that the screenshots you posted is little gray.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Oh ****! It is NOT supposed to look like that. But I had to upload them from a computer with a stupid monitor (and so the gamma was accidentally bumped up in PSP to eye-melting levels). The screenshots have been updated, please forget what you saw previously.
    The lighting can always be easily tweaked. What I need to know most is if the layout is doomed to failure. Some of you mentioned the corridor being too long. There are in fact multiple vent entrances along the ceiling like in the new ns_bast tram tunnel, and also in the central trench, so it should be ok for skulks at least. For larger aliens I'm still trying to decide what to do. It was part of my vision for the map to have a long corridor where lots of fighting takes place (the gauntlet). Perhaps there will be no option but to put at least one partition in the center.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    Are these shots gamma corrected to the level of the env_gamma? If not, then correcting them would help us give better feedback. If they are, then you should try upping the env_gamma. There are instructions in one of the stickys for gamma correcting shots if you haven't done if before.

    I also still recommend changing that glass texture.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    edited May 2004
    I just noticed the gamma adjustment tutorial, thanks. For these latest screenshots I just upped the contrast by 20 in photoshop. I think it looks quite accurate (to the in-game gamma). Next batch I will use the method in the tutorial or just release the map. FYI the env_gamma is set to 1.5.
    What's wrong with the glass texture? I wanted it to look frosted near the edges, and the alignment isn't that bad.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    The alignment is good I just think it would look better with one of the more homogenous glass textures. If you definately want it to look frosted though, then that is the best choice.
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    the pics posted atm are lookin wery good
    WERY good
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