Ns_calamus
MasterG
gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
<div class="IPBDescription">WIP and update thread</div> I posted one screenshot in the "Post your screenshots" thread and now I have more to show.
Just some basic info:
Map name: Calamus
Status: 30% done
Particle systems: 1 (Not shown on any screens)
Backstory: None yet (Will come later on)
Areas done:
Marine Start.(Pipeline controlling)
Hallways outside marine start.
Pipeline controlling access elevator.
Screenshots.
Marine start:
<img src='http://home.no/kabelen/pictures/calamus/ns_calamus6.jpg' border='0' alt='user posted image' />
Hallways outside MS(With edited lighting from "Post yer screens" thread):
<img src='http://home.no/kabelen/pictures/calamus/ns_calamus5.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/calamus/ns_calamus4.jpg' border='0' alt='user posted image' />
Pipeline controlling access elevator and hallway with pipes:
<img src='http://home.no/kabelen/pictures/calamus/ns_calamus3.jpg' border='0' alt='user posted image' />
Random rooms that are almost done:
<img src='http://home.no/kabelen/pictures/calamus/ns_calamus2.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/calamus/ns_calamus1.jpg' border='0' alt='user posted image' />
This is all for now. More will come later. Just stay tuned!
Just some basic info:
Map name: Calamus
Status: 30% done
Particle systems: 1 (Not shown on any screens)
Backstory: None yet (Will come later on)
Areas done:
Marine Start.(Pipeline controlling)
Hallways outside marine start.
Pipeline controlling access elevator.
Screenshots.
Marine start:
<img src='http://home.no/kabelen/pictures/calamus/ns_calamus6.jpg' border='0' alt='user posted image' />
Hallways outside MS(With edited lighting from "Post yer screens" thread):
<img src='http://home.no/kabelen/pictures/calamus/ns_calamus5.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/calamus/ns_calamus4.jpg' border='0' alt='user posted image' />
Pipeline controlling access elevator and hallway with pipes:
<img src='http://home.no/kabelen/pictures/calamus/ns_calamus3.jpg' border='0' alt='user posted image' />
Random rooms that are almost done:
<img src='http://home.no/kabelen/pictures/calamus/ns_calamus2.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/calamus/ns_calamus1.jpg' border='0' alt='user posted image' />
This is all for now. More will come later. Just stay tuned!
Comments
1. Isn't MS a little too big?
2. Don't know if mixing red lights with computers etc. is good (just my personal opinion).
But it's really good, keep it up!
Marine starts tend to be a bit "large" and I know maps that have bigger marine start but plays well still. So I think I'll keep it like it is.
The lights in the hallway with the rock will be toned down from 200 to 150. Thanks for that advice.
I will make a big effort to break the floor up a bit. And make something cool out of it.
I will try to write a decent backstory for it tonight, but only if I really have any good ideas for how things happened at the station. I will also need some haxx leet
super high tech kitchen machines as I am going to try to make a nice looking cafeteria. Post here, pm me, contact me at #nsmapping(gamesurge) or email me if you can be arsed to do me the favour of making some models.
Map will also probs be 40% done by tomorrow or in the middle of this night. Screens when that happens!
Stay tuned!
Good that I actually get some good feedback! Thanks ppl!
Also I like how you used red lighting with that monitor, but it would look better if the lighting was a bit smoother.. (like in the last shot with red lighting).
And last, I like your map's architecture very much, but that blue eclipse wall texture is just <b>horrible</b> IMO <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->. I don't understand why people like it.. it's only a <i>replica</i> of the old eclipse walls.
I have changed the red complights to blue now. Looked a whole lot better.(IMO)
And the texture set, no way I'm changing it now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Agreed. That texture is pretty, but <b>don't overuse it</b>.. otherwise it looses it's effect. About the wall textures, well.., it's just my personal taste.. so just forget what I said earlier and focus on the essentiel. However, consider adding some variety to floors. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Fixed lights in "rock fell down into the floor" hallway.
Added some more pipes here and there.
Deleted the lookable outside area as it sucked wpoly up to almost 900 in ms. (899 to be exact <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
Broke up floors in some areas(much left to do with floors)
Built new areas. Screens after next compile. Which I'm gonna do as soon as I have made enough new things.
Stay tuned.
Do you use just texlights, or do you use texlights in combo with light_spots and such? Cause I've never gotten those spotlight effects before
Just curious, thought I might ask... only thing I've found sexier than this map is my g/f <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Texture set won't be changed, so I'd suggest not to complain about it.
I'll do what I can about breakup the floors. Do whatever falls into my head about it. Actually I'm halfway with breaking up the floors of what I've got "completed" of the map so far.
BulletHead: I do use texture lights and light_spots, and no gamma settings.(If adding an env_gamma the lights will look awful imo(tried it))
And, thanks. That's kinda wierd to hear though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
And last, finding textures that match the blue wall_lab set is a **** <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> I try my best, and hope to succeed with making something that people like.
The texture set is used in different more interesting architechture with warmer lighting than the official maps which doesn't make this map look too much like Eclipse/Veil/Ayumi, I like that.
The floor does need alot more variety, especially vertically as well as the texture.
Floors are wip still and and some areas have been changed a whole lot(Marine start most) More info and screens in next post.
New basic info:
Map status: 35% done.
Particle systems: 2
Elevators: 2
Over to the screenshots. I will show marine start first as it's now the form that it will be when I release(I guess).
It has been shrunk a bit(pulled the end wall in first screen 128 units closer(than on the first shots in the thread).
Marine start(3 different angles):
<img src='http://home.no/kabelen/pictures/calamus/new1/ns_calamus_ms1.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/calamus/new1/ns_calamus_ms2.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/calamus/new1/ns_calamus_ms3.jpg' border='0' alt='user posted image' />
Other areas that have been updated:
<img src='http://home.no/kabelen/pictures/calamus/new1/ns_calamusv1_new1.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/calamus/new1/ns_calamusv1_new2.jpg' border='0' alt='user posted image' />
New WIP areas:
<img src='http://home.no/kabelen/pictures/calamus/new1/ns_calamus_wiparea1.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/calamus/new1/ns_calamus_wiparea2.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/calamus/new1/ns_calamus_wiparea3.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/calamus/new1/ns_calamus_wiparea4.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/calamus/new1/ns_calamus_wiparea5.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/calamus/new1/ns_calamus_wiparea6.jpg' border='0' alt='user posted image' />
Overview of the map progress so far:
<img src='http://home.no/kabelen/pictures/calamus/new1/ns_calamus_overview.jpg' border='0' alt='user posted image' />
That's all for now(was a bit much maybe?). Comments please.
Edit: typos
Some really nice architecture and lighting in there. My one paranoia is that with all the pieces on the ceiling and floor the fades and jetpackers will wind up stuck on things. A fair number of the ceiling/wall areas really do not look skulk-friendly, so I'd suspect some work coming there. But that's what playtesting's for and all -- for now, 's perrrrty.
<a href='http://home.no/kabelen/pictures/calamus/new1/ns_calamusv1_new2.jpg' target='_blank'>http://home.no/kabelen/pictures/calamus/ne...amusv1_new2.jpg</a> - Remove the grating, I don't think it suits.
<a href='http://home.no/kabelen/pictures/calamus/new1/ns_calamus_wiparea4.jpg' target='_blank'>http://home.no/kabelen/pictures/calamus/ne...us_wiparea4.jpg</a> I feel you are overusing this ceiling texture.
Create different shapes and change archtiechture in ceiling (similar to the supports in Marine Spawn) it will make the map look tonnes better. Adding wires can help. Maps looking better, particularily like the resource areas you've made so far. Marine spawn grate is nice fitting aswell, although maybe some lighting shining up and through? Marine spawn is supposed to be warm and friendly.
[EDIT]
minsk: The two seperate areas will eventually be fixed up, when designing sometimes its easier to work on two seperate parts of the map.
[/EDIT]
Some really nice architecture and lighting in there. My one paranoia is that with all the pieces on the ceiling and floor the fades and jetpackers will wind up stuck on things. A fair number of the ceiling/wall areas really do not look skulk-friendly, so I'd suspect some work coming there. But that's what playtesting's for and all -- for now, 's perrrrty. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well, the area not connected is the Readyroom so don't worry too much about that.
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
The area where you're pointing out that looks horrible(iyo) is WIP. So, liek, it's not done yet, I have lots to do there still.
And, there's a pipe under that grating! I want that pipe to be there. What else can I have there? (Instead of the grating, not the pipe)
And.. I got kind of annoyoed by HanzGruber's "Second best" post.. And I agree with what mendasp said:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Why would you want a backstory when you can create the feeling and atmosphere of a real (futuristic) place?
It's just having an idea of what you want to create beforehand. You don't need a backstory for the map in order to do that...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So.. No backstory at all.
The writer for NS went to a great deal of detail to create a plausible universe for us to map in and I think we often just leave that to the side and whack rooms together..
I love how your map looks - it has a nice feel and I'm sure it'll be great.
I guess, I am looking to be drawn into something bigger than just "marines vs aliens"... we have an awesome range of mappers in our community - creatively much greater than any other mod..I just feel we aren't using our skills as best as we could..
The writer for NS went to a great deal of detail to create a plausible universe for us to map in and I think we often just leave that to the side and whack rooms together..
I love how your map looks - it has a nice feel and I'm sure it'll be great.
I guess, I am looking to be drawn into something bigger than just "marines vs aliens"... we have an awesome range of mappers in our community - creatively much greater than any other mod..I just feel we aren't using our skills as best as we could.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If you write up a long detailed document on how you think things could be instead of rambling on the forums you might get some where, using only the official maps by name / example. Then you are unlikely to offend anyone.