Ns_alpha

semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
edited October 2004 in Mapping Forum
<div class="IPBDescription">1st map, WIP</div> *SNIP*

None of these pictures are online anymore, and I've started with a clean slate because of some serious layout and r_speed problems as well as some nasty brushwork that was the result of a series of leak fixes.

I also wonder if editing threads bumps them. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

Comments

  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Here we go...

    As far as MS/RR, you can either leave it and get the rest of the map done in a similarly rough layout-style:

    This is what I have been doing, on the one hand it helps you iron out the layout before you've done any major brushwork. On the other hand it really can be disillusioning, because you have to wait until the very end until it all starts coming together. If you have a strong constitution and good perseverence this will work for you.

    Or you can work on each room getting it pretty much perfect before moving onto another, and so on... Many mappers use this technique, and it's also a lot more rewarding. It has the drawback that you may run out of textures, allocated memory for lighting, particle systems etc...

    <u><b>As regards the screenshots</b></u>:

    - You need to put some light textures (and brushes) in. A few imaginative lightstrips can really give a facelift to a lifeless room, adding colour and definition.

    - Add some height variance (floor AND ceiling). Think about fun crawl spaces for skulks and bulkheads to hide behind while a gorge heals you/you wait to recloak/you reload etc.

    - Also experiment with cutting (by this I DO NOT mean using the 'carve' tool, just vertex manipulation) fun shapes into the wall and extending them around the sides of the room. On top of this you can have some computer desks, pipework, grates, non-functioning doors (all of these can be used sensibly and effectively on ceiling, floor and sides), anything that will add a bit of realism. Make it look like your room has a purpose and add the pertaining paraphenalia.

    - The crate texture is actually four sides of a crate, just in one texture (this is done to reduce the amount of textures NS has to load for your map, or from the ns/ns2 WAD). You need to change the scale to a quarter of what you have now (keeping the rotation the same), then re-allign to find the face you prefer.

    <u><b>Texture-wise</b></u>: Yes it's OK to use other WADs for textures, just be careful not to use any that don't fit into the NS environment.

    <u><b>The Plan</b></u>:

    - The RT on the right side doesn't promote conflict. It's in a dead end so it will be easy to defend. Try moving it somewhere which has at least two entrances (the more the merrier). Don't just knock a hole in the wall through to FuelSilo though, that would make it too easy for whoever has that Hive.

    - Maintenance Station as a location name should probably be changed to something similar, but which can't be abbreviated to MS. When the Commander says "GET TO MS NOW YOU SLACKERS!" -you don't want half the marines running in the opposite direction to where they've been ordered to go!

    - You need to connect the centre of the map to the East and West sides. Don't let all the new corridors go to the same place though, or Marines will just relocate to the middle and CONTROL the map. If you stick a wall or something impassable through the middle of TramTunnel then you can make some new corridors go to the top half, and some go to the lower half. If you want to know why this is important just search the forums for 'entropy', and you'll find one of about a million posts by AgentX5 on the subject. But don't say the <i>e</i> word too loud or he'll come and hojack your WIP thread!

    Hope at least one of those comments helps. Looking forward to seeing where you go from here.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    Most of the lighting is still temporary, keep that in mind. I'm going to have fun with my blue lights in the tram area when the time comes.

    By the way, Maint station is also marine spawn. Either way they interpret MS, the marines will end up in the same place (I hope...)

    Thanks for the other tips, I'll keep them in mind as I start putting the map together!
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    Holy repetitive textures batman!

    You gotta add more variety man - not like "hey this is a fun-park" variety, but, man it is so repetitive in some parts...it hurts my eyes and makes them bleed
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