Ns_deepblue Progress

BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
<div class="IPBDescription">Some new screenshots and layout.</div> I posted screenshots of my map ns_deepblue here some time ago, here is the link, <a href='http://www.unknownworlds.com/forums/index.php?showtopic=62460&hl=ns_deepblue&st=0' target='_blank'>http://www.unknownworlds.com/forums/in...s_deepblue&st=0</a>

I've worked some more on the map and it's like 40-50% finished now. I've made most of the main areas so most of the stuff left to do are paths between these. I build every section in its own file since I compile very often. I've come to the conclusion that I'll have to cut down alot on the detail in order to get the whole thing, when it's finished, compilable. Yesterday when I tried to compile only like 4-5 mainrooms without any corridors, I ran out of memory after 1,5 hours (I only have 256 ram).

I'm still not sure whether I'm gonna release this thing or not. I sure want to, but the problem is that it's too detailed... the r_speeds aren't too high, like 600-800 in the detailed rooms. They are around 1000 at one spot, but that one is just a corridor with a view showing a big hangar with some kind of hovering space/subwater-vessel. I'm not sure I'll be able to keep within the limits of the engine, maybe I'll port the map to Half-Life 2 or something.

The locations on the screenshots aren't 100 % finished and there might be some texture errors or unfinished walls. Anyway, these first screenshots show the room south of the marine spawn.
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Comments

  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Looks nice... but still a bit empty though... add some more detail here and there?
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    The following screens show one of the hives.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    The hive from inside the blown-up wall
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    Officialy cool pics
    the mist are doing strange things w walls in some pics, but damn thats sexxie
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    This is the hangar with the hovering vessel. When playing the map, you can view this area from the top-left corner of the screenshot, through some windows. Lightning isn't finished.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Looks quite nice. Architechturally, parts of it remind me of some of Ekaj's early work, which is obviously a very good thing. Keep it up.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    A newer picture, more steam coming from the bottom of the vessel.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    Some large room with pipes and cables.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    ... and the last view of this room.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    This is the area I'm currently working on and this will be the last picture. Hmm... feels like I've forgotten to post something... anyway, thanks for any comments.

    This room is far from finished, I mainly look for comments on the green tubes.
  • 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
    very interesting architecture and use of textures. I like it

    I've noticed in the screenshots with the r_speeds that your arround a 1000 there.
    what is your overal r_speeds avarage? since 700 is the max for first person view and 1000 for commander view (this to reduce lag)

    Comment about the green tubes. I do like them but the room could use a nice green glow to it, seems logical <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> One question though: what is their purpose just so we can understand why they are there..

    <span style='color:gray'>[edit]
    lots of screenshots to, and everyone know I love screenshot!!!

    Lol more editing to the post since I didnt read the first text...
    Nice overall r_speeds @ 600-800 with this architecture. And I remebered this style but by actually reading the first post I know now that you already posted some screenshots of your map. I was looking at the screenshots and forgot about the first post <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    </span>
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    Here are some cut-together pictures that perhaps better show the ship and its architecture which I'm very proud of <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    <b>Naigel</b>
    Thanks... well, I don't think it's so empty, I think it contains alot more detail than the overall official ns-map, probably too much detail. I haven't connected any hallways to the rooms, maybe that's what's missing.

    <b>Grizzly</b>
    Thanks. Yeah, that's something you can't avoid using large sprites, but I think it gives the map more than what it takes away from it.

    <b>Insane</b>
    Thanks. Hmm, well I can't say I remember having been inspired by any particular ns-map, maybe hera, but I mostly get my inspiration from Doom 3 pictures, science-fiction art and movies.

    <b>Kouji San</b>
    Thanks alot. Yeah, I use alot of custom-made textures. Even though I'm not very good in Photoshop yet, I think it looks nicer anyway.

    Well, maybe the screenshots aren't showing it, but there are creatures inside the tubes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> This is a labcomplex located on a cliff deep beneath the sea, that's why the labtubes are there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Yeah, but I'll try to tweak with the r_speeds some more, since they will get higher when I connect hallways to each room. Man I'll have to cut down alot on the detail <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    I knew I had forgot something! The most important thing, the layout <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> I'm thinking about making the room south of the marine spawn double res, but I'm not sure.
  • 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
    I will post more when I get back. I'm heading out to a job interview in a few minutes <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> , but I wil post my initial reactions.


    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
    wow.


    It looks like there are some pretty serious issues with the layout, but I will post about that when I get back.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    <b>moultano</b>
    Ok, thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Hehe, I'm not very good at balancing maps, but this is my first try on this one <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> That's why I make the main areas first, since then it's just to place them in the "correct" order when the layout is finished.
  • lillbrorsanlillbrorsan Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
    edited May 2004
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    Indeed, some VERY interesting architecture...
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    edited May 2004
    interesting atmosphere you've got going there. definitely looks different than most NS maps - this seems more like SpaceApe's work than Ekaj's. custom textures are decent, although i dont really like the texture on the pipes or that red glow. perhaps a 'blue' glow to match the name better?? most of the screens seem chaotic with all the pipes and stuff - looks cool, but that will be a pain for the comm and difficult for marines to walk on. i prefer all ground to be as flat as possible, but that is just me. 'a cave with some tracks' is very good.

    i'll give you a double plus for the atmosphere ++

    edit: oh yea, i'm not too sure about the upper right of the map layout... the 2 extra nodes are basically free for the marines.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    <b>lillbrorsan</b>
    Thanks! Oh no, plx don't do it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    <b>Recoup</b>
    Thanks alot.

    <b>tommyd</b>
    Thanks for the comments! Yeah, I try to make it original. Okay, well if you refer to the dark texture with grey "strings" on it, for example in the hive... those are no pipe, those are like 10 cables connected together to form one large cable... or something <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Well, red glow creates a warmer feeling, and I have red glow and red lightning in all indoor-areas and turqoise lightning and fog in all outdoor-areas to make a difference between them.

    About the screens seeming chaotic, yeah, you're absolutely right <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> But I'm trying to show off my locations in the best and nicest angle and not from players perspectiv, so some pictures are taken high above the floor or from unreachable locations.

    Yeah, I'm very happy with that area.

    Thanks!
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    edited May 2004
    That "cave with tracks" section has a really cool great atmoshpere! Nice!
    I think it's a good example of architecture that isn't too complex still looking really nice as a result of clever and clean lighting/texturing,etc.
  • dPPdPP Join Date: 2003-09-27 Member: 21272Members, Constellation
    Yes that pic is nice with the tracks, and this map looks very nice, but i cant see whats going on in some of those pics <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> but maybe thats just me ?
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    <b>ken20banks</b>
    Thanks, yeah I'm very happy with that shot.

    <b>DaRk_PlAgUe</b>
    Thanks. Hmm I think you'll have to switch off the lights in the room you're in because some of these areas are kinda dark and hard to see if your room is lit.
  • 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
    Did you use that photoshop/paintshop thing to get the brightness of the screenshots to look similar as ingame on the screenshots?
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    <b>Kouji San</b>
    No, I haven't modified anything on my screenshots except the last cutted-together picture.
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