Ns_calamus

MasterGMasterG gmfbstMembers, Squad Five Blue Join Date: 2003-08-24 Member: 20169Posts: 586 Advanced user
WIP and update thread
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:

user posted image

Hallways outside MS(With edited lighting from "Post yer screens" thread):

user posted image
user posted image

Pipeline controlling access elevator and hallway with pipes:

user posted image

Random rooms that are almost done:

user posted image
user posted image

This is all for now. More will come later. Just stay tuned!
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Comments

  • JezpuhJezpuh Banned Join Date: 2003-04-03 Member: 15157Posts: 4,108
    Nice lighting, feels warm, wich is very good biggrin-fix.gif
    DANGER ALERT SYSTEMS
    mp_bs 0 ;D
  • SlayerXSlayerX PolandMembers Join Date: 2004-03-01 Member: 27028Posts: 39
    Nice architecture you got there. Overall is great too but...

    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!
    image

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  • BlackPlagueBlackPlague Banned Join Date: 2004-02-02 Member: 25990Posts: 1,099
    very nice job! this makes me go OOOOOOO! lol... yeah it looks like the ms is kinda too big, might want to shrink it by 10% maybe? oooh! the hallways are sexxy!!! you know the one with the rock on the floor? make sure u cuty lights
    Jesus told me to burn things; So I burned your Soul :)
  • MasterGMasterG gmfbst Members, Squad Five Blue Join Date: 2003-08-24 Member: 20169Posts: 586 Advanced user
    Thanks for comments. Glad to hear you guys like it. biggrin-fix.gif

    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.
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  • Ron2KRon2K Members, Constellation Join Date: 2004-05-25 Member: 28904Posts: 188
    This looks l33t. Can't wait to play it when it's done.
    QUOTE (Marik_Steele)
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  • UnknownUnknown Join Date: 1970-01-01 Member:
    This is Really really good work. wink-fix.gif
  • BlackPlagueBlackPlague Banned Join Date: 2004-02-02 Member: 25990Posts: 1,099
    maybe you should cut the hallway lighting a little bit so it looks "dark" and it catches the rocky atmosphere with it smile-fix.gif but other than that, WOWWIE WOW WOW! looking at this is like having sex ROFL
    Jesus told me to burn things; So I burned your Soul :)
  • ClashenClashen Members Join Date: 2003-08-22 Member: 20087Posts: 1,465
    It's kinda boring with the same floor all the time, apart form that it is beutiful!
    user posted image
  • MasterGMasterG gmfbst Members, Squad Five Blue Join Date: 2003-08-24 Member: 20169Posts: 586 Advanced user
    Wow, how can anyone actually be so impressed that they feel like having sex when looking at screenshots on a forum? (That is anyways WAY beyond me..)

    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!
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  • persoperso Members, WC 2013 - Supporter Join Date: 2003-02-19 Member: 13740Posts: 407
    edited August 2004
    I'm worried about the Marine start RT placement. In most maps RTs are located somewhere where they do not get in the way when fighting. I kinda like that tradition and am unsure how RT in the middle of MS will work. wink-fix.gif

    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 horrible IMO smile-fix.gif. I don't understand why people like it.. it's only a replica of the old eclipse walls.
  • MasterGMasterG gmfbst Members, Squad Five Blue Join Date: 2003-08-24 Member: 20169Posts: 586 Advanced user
    I'll see what can be done with the rt.
    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 tounge.gif
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  • RecoupRecoup Members Join Date: 2004-04-25 Member: 28195Posts: 1,109
    If that isnt sexy I dont know what is. biggrin-fix.gif
  • bluemanblueman Members Join Date: 2002-04-09 Member: 399Posts: 1,258
    reminds me of Widow,looks good.
    Creator of co_ulysses, ns_nirvana, ns_mystic and co_angel
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  • Lt_GravityLt_Gravity Members Join Date: 2003-04-28 Member: 15909Posts: 1,594
    this floor texture... *shakes his head*

    IPB Image
    Give custom maps a chance!
  • persoperso Members, WC 2013 - Supporter Join Date: 2003-02-19 Member: 13740Posts: 407
    edited August 2004
    QUOTE (Lt.Gravity @ Aug 21 2004, 12:52 PM)
    this floor texture... *shakes his head*

    Agreed. That texture is pretty, but don't overuse it.. 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. biggrin-fix.gif
  • MasterGMasterG gmfbst Members, Squad Five Blue Join Date: 2003-08-24 Member: 20169Posts: 586 Advanced user
    edited August 2004
    I am adding variety to the floor right now. Moved rt in MS and shrunk it by 10-20% and rebuilt a whole wall. (That's for ms)
    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 tounge.gif)
    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.
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  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Members, NS1 Playtester, Contributor, NS2 Developer Join Date: 2002-01-24 Member: 40Posts: 490 Advanced user
    looks pretty solid so far. i would break up that floor texture - add some trims and variation to it. i dont really like the blue version of the wall lab textures - personally, i would decrease the saturation of the blue by 25-50%. right now, it looks purplish. lighting variation is good and gameplay seems to follow ayumi. the size of the MS is good as well.
    tommyd
  • WitherWither A Bugged Life Members, NS1 Playtester, Contributor, Constellation Join Date: 2002-12-24 Member: 11513Posts: 1,448 Advanced user
    Nice..keep it up, some texture diversity wouldn't hurt though smile-fix.gif
  • BulletHeadBulletHead Members Join Date: 2004-07-22 Member: 30049Posts: 2,530
    I got a question:

    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 tounge.gif
    QUOTE (DragonMech @ Jul 9 2005, 09:19 PM)
    QUOTE (Sonic @ Jul 9 2005, 06:49 PM)
    I wish my butcheeks could propel me up flights of stairs are terrifying speeds.

    I sense a custom title right there... :D
  • MasterGMasterG gmfbst Members, Squad Five Blue Join Date: 2003-08-24 Member: 20169Posts: 586 Advanced user
    Wowow ****, Tommyd posted! tounge.gif
    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 tounge.gif

    And last, finding textures that match the blue wall_lab set is a **** sad-fix.gif I try my best, and hope to succeed with making something that people like.
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  • ThaldarinThaldarin Alonzi! Members, Constellation Join Date: 2003-07-15 Member: 18173Posts: 6,132
    edited August 2004
    The MS really isn't too big, from another point of view it gives much better building and access space. Also a variety from some small marine spawns out there (Ayumi).

    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.
  • -Drake--Drake- -dn ʎɐʍ sıɥʇ- Members Join Date: 2003-04-02 Member: 15125Posts: 2,281
    Looks cozzy and has some nice lighting Keep it up
    (ノ◕㉨◕)ノ*:・゚✧
  • MasterGMasterG gmfbst Members, Squad Five Blue Join Date: 2003-08-24 Member: 20169Posts: 586 Advanced user
    Compilig now. Done alot. Made a new elevator biggrin-fix.gif So now there are 2.
    Floors are wip still and and some areas have been changed a whole lot(Marine start most) More info and screens in next post.
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  • MasterGMasterG gmfbst Members, Squad Five Blue Join Date: 2003-08-24 Member: 20169Posts: 586 Advanced user
    edited August 2004
    So.. The compile is done, and things are lovely biggrin-fix.gif

    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):

    user posted image
    user posted image
    user posted image

    Other areas that have been updated:

    user posted image
    user posted image

    New WIP areas:

    user posted image
    user posted image
    user posted image
    user posted image
    user posted image
    user posted image

    Overview of the map progress so far:

    user posted image

    That's all for now(was a bit much maybe?). Comments please.

    Edit: typos
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  • BulletHeadBulletHead Members Join Date: 2004-07-22 Member: 30049Posts: 2,530
    niiiiiiccceee!
    QUOTE (DragonMech @ Jul 9 2005, 09:19 PM)
    QUOTE (Sonic @ Jul 9 2005, 06:49 PM)
    I wish my butcheeks could propel me up flights of stairs are terrifying speeds.

    I sense a custom title right there... :D
  • minskminsk Members Join Date: 2003-01-09 Member: 12077Posts: 148
    Donno about that map layout -- maybe want to connect the two parts? (Sorry, couldn't resist)


    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.
  • ThaldarinThaldarin Alonzi! Members, Constellation Join Date: 2003-07-15 Member: 18173Posts: 6,132
    edited August 2004
    Change the flooring in http://home.no/kabelen/pictures/calamus/ne...us_wiparea4.jpg . That area looks horrible now, just leave it flat (or add ladder or slope).

    http://home.no/kabelen/pictures/calamus/ne...amusv1_new2.jpg - Remove the grating, I don't think it suits.

    http://home.no/kabelen/pictures/calamus/ne...us_wiparea4.jpg 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]
  • MasterGMasterG gmfbst Members, Squad Five Blue Join Date: 2003-08-24 Member: 20169Posts: 586 Advanced user
    QUOTE (minsk @ Aug 22 2004, 12:05 PM)
    Donno about that map layout -- maybe want to connect the two parts? (Sorry, couldn't resist)


    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.

    Well, the area not connected is the Readyroom so don't worry too much about that.
    tounge.gif

    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:

    QUOTE
    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...


    So.. No backstory at all.
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  • HanzGrub3rHanzGrub3r Members Join Date: 2004-02-23 Member: 26823Posts: 397
    Kabelen - My post wasn't an attack on you. I guess it was a general statement as to the current state of mapping for ns.

    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..

    user posted image
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  • ThaldarinThaldarin Alonzi! Members, Constellation Join Date: 2003-07-15 Member: 18173Posts: 6,132
    QUOTE (HanzGrub3r @ Aug 23 2004, 04:07 PM)
    Kabelen - My post wasn't an attack on you. I guess it was a general statement as to the current state of mapping for ns.

    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..

    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.
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