Ns_deepblue Progress
Barathrum
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.
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.
Comments
the mist are doing strange things w walls in some pics, but damn thats sexxie
This room is far from finished, I mainly look for comments on the green tubes.
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>
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-->
<!--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.
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.
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.
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!
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.
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.
No, I haven't modified anything on my screenshots except the last cutted-together picture.