The Metaphor Project (NS Map)
Zerotech
Join Date: 2003-12-20 Member: 24583Members, Constellation
<div class="IPBDescription">Formerly ns_warehouse project</div><b>Metaphor Project Status</b> - ns_meta Alpha Build 1 Imcomplete
<b>Current Map Progress</b> - <b><!--coloro:#FF6600--><span style="color:#FF6600"><!--/coloro-->5%<!--colorc--></span><!--/colorc--></b>
<b><!--coloro:#000099--><span style="color:#000099"><!--/coloro-->Marine Start Position<!--colorc--></span><!--/colorc--></b>
o Monitoring Station (Bottom-Left)
<b><!--coloro:#FF6600--><span style="color:#FF6600"><!--/coloro-->Alien Hive Locations<!--colorc--></span><!--/colorc--></b>
o Nuclear Reactor (Top-Left)
o Manufacturing Room (Top-Right)
o Chemical Facility (Bottom-Right) (75% Complete)
<b><!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->Rooms Added (As of Date Thurs. 16-11-06)<!--colorc--></span><!--/colorc--></b>
o Monitoring Station (Marine Start)
o Lower Access Path
o South Access Corridor
o Polographic Display Room
o Acid Pool
o Chemical Facility (Hive Location #3)
<b>Overview of ns_meta</b>
It's been how long since I've started mapping? Ahhh that's right about 2 years since I've first touched VHE and Zoner's Tools. I've decided to go back into mapping for the reasons as every other mapper to demonstrate their works of art.
For those people who would have known that I was working on the Warehouse ns map, I've decided to give it a new name as well made some major changes to it. Before I wasn't good at my map making skills, so I took the time to learn the in's and out's of map making in general, along the way I've made some custom maps as well.
I've decided I midas well follow suit and start working on an ns map which (fingers crossed) that it will provide some gameplay value, the only way I'll know that is to get working on it.
I'll start by getting some pictures onboard, I'll be updating the thread as it comes. Feedback is welcome.
Old - <a href="http://www.unknownworlds.com/forums/index.php?s=2492921771085433856&showtopic=70112&hl=" target="_blank">ns_warehouse old thread here</a>
Old - ns_warehouse path layout
<a href="http://img156.imageshack.us/my.php?image=nswarehouseww1.jpg" target="_blank"><img src="http://img156.imageshack.us/img156/4619/nswarehouseww1.th.jpg" border="0" alt="IPB Image" /></a>
New - Metaphor Pics
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<a href="http://img213.imageshack.us/my.php?image=nsmeta10003tc7.jpg" target="_blank"><img src="http://img213.imageshack.us/img213/5254/nsmeta10003tc7.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img213.imageshack.us/my.php?image=nsmeta10004ev0.jpg" target="_blank"><img src="http://img213.imageshack.us/img213/1419/nsmeta10004ev0.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img294.imageshack.us/my.php?image=nsmeta10005hv3.jpg" target="_blank"><img src="http://img294.imageshack.us/img294/8319/nsmeta10005hv3.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img224.imageshack.us/my.php?image=nsmeta10006fs5.jpg" target="_blank"><img src="http://img224.imageshack.us/img224/7489/nsmeta10006fs5.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img299.imageshack.us/my.php?image=nsmeta10007ju5.jpg" target="_blank"><img src="http://img299.imageshack.us/img299/8823/nsmeta10007ju5.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img297.imageshack.us/my.php?image=nsmeta10008ut5.jpg" target="_blank"><img src="http://img297.imageshack.us/img297/4327/nsmeta10008ut5.th.jpg" border="0" alt="IPB Image" /></a>
<b>Current Map Progress</b> - <b><!--coloro:#FF6600--><span style="color:#FF6600"><!--/coloro-->5%<!--colorc--></span><!--/colorc--></b>
<b><!--coloro:#000099--><span style="color:#000099"><!--/coloro-->Marine Start Position<!--colorc--></span><!--/colorc--></b>
o Monitoring Station (Bottom-Left)
<b><!--coloro:#FF6600--><span style="color:#FF6600"><!--/coloro-->Alien Hive Locations<!--colorc--></span><!--/colorc--></b>
o Nuclear Reactor (Top-Left)
o Manufacturing Room (Top-Right)
o Chemical Facility (Bottom-Right) (75% Complete)
<b><!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->Rooms Added (As of Date Thurs. 16-11-06)<!--colorc--></span><!--/colorc--></b>
o Monitoring Station (Marine Start)
o Lower Access Path
o South Access Corridor
o Polographic Display Room
o Acid Pool
o Chemical Facility (Hive Location #3)
<b>Overview of ns_meta</b>
It's been how long since I've started mapping? Ahhh that's right about 2 years since I've first touched VHE and Zoner's Tools. I've decided to go back into mapping for the reasons as every other mapper to demonstrate their works of art.
For those people who would have known that I was working on the Warehouse ns map, I've decided to give it a new name as well made some major changes to it. Before I wasn't good at my map making skills, so I took the time to learn the in's and out's of map making in general, along the way I've made some custom maps as well.
I've decided I midas well follow suit and start working on an ns map which (fingers crossed) that it will provide some gameplay value, the only way I'll know that is to get working on it.
I'll start by getting some pictures onboard, I'll be updating the thread as it comes. Feedback is welcome.
Old - <a href="http://www.unknownworlds.com/forums/index.php?s=2492921771085433856&showtopic=70112&hl=" target="_blank">ns_warehouse old thread here</a>
Old - ns_warehouse path layout
<a href="http://img156.imageshack.us/my.php?image=nswarehouseww1.jpg" target="_blank"><img src="http://img156.imageshack.us/img156/4619/nswarehouseww1.th.jpg" border="0" alt="IPB Image" /></a>
New - Metaphor Pics
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<a href="http://img213.imageshack.us/my.php?image=nsmeta10003tc7.jpg" target="_blank"><img src="http://img213.imageshack.us/img213/5254/nsmeta10003tc7.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img213.imageshack.us/my.php?image=nsmeta10004ev0.jpg" target="_blank"><img src="http://img213.imageshack.us/img213/1419/nsmeta10004ev0.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img294.imageshack.us/my.php?image=nsmeta10005hv3.jpg" target="_blank"><img src="http://img294.imageshack.us/img294/8319/nsmeta10005hv3.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img224.imageshack.us/my.php?image=nsmeta10006fs5.jpg" target="_blank"><img src="http://img224.imageshack.us/img224/7489/nsmeta10006fs5.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img299.imageshack.us/my.php?image=nsmeta10007ju5.jpg" target="_blank"><img src="http://img299.imageshack.us/img299/8823/nsmeta10007ju5.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img297.imageshack.us/my.php?image=nsmeta10008ut5.jpg" target="_blank"><img src="http://img297.imageshack.us/img297/4327/nsmeta10008ut5.th.jpg" border="0" alt="IPB Image" /></a>
Comments
I would more than happily attack you about the lighting, but first ill attack you about textures in general and i dont mean to sound rude because im not trying to be. Your new at mapping and have to start somewhere <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
But you need to change up the textures, add my textures possible narrow some hallways and add some objects in there, give aliens some cover ect.
edit: or is this a siege map?
example: <a href="http://img206.imageshack.us/my.php?image=nsmeta10001vm7.jpg" target="_blank">http://img206.imageshack.us/my.php?image=nsmeta10001vm7.jpg</a>
the screenshots such as those, its too bland but doing a good job for first starting off in a very long time non the less, keep up the work !_!
<a href="http://img216.imageshack.us/my.php?image=nsmeta10010ll9.jpg" target="_blank"><img src="http://img216.imageshack.us/img216/7420/nsmeta10010ll9.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img225.imageshack.us/my.php?image=nsmeta10011pz7.jpg" target="_blank"><img src="http://img225.imageshack.us/img225/543/nsmeta10011pz7.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img225.imageshack.us/my.php?image=nsmeta10012po5.jpg" target="_blank"><img src="http://img225.imageshack.us/img225/4864/nsmeta10012po5.th.jpg" border="0" alt="IPB Image" /></a>
One suggestion about the hive ( but like you pointed out your still in the very very early stages ) the lights in that hive need to be toned down, but those last screenshots you added do look way better ^.^
edit: also the brown texture in the hive, the one that looks like a ladder so to speak just looks out of place being there, perhaps using something else such as pipes maybe?
EDIT2: the acid pool is sexy lol i like the colors in it.
Anyways, some of those wide open corridors are quite... wide... I take it this is a wip to get the layout ready andn you're going to change/add textures along the way?
<!--quoteo(post=1576872:date=Nov 14 2006, 03:08 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Nov 14 2006, 03:08 PM) [snapback]1576872[/snapback]</div><div class='quotemain'><!--quotec-->
Hera holo room ftw?<!--QuoteEnd--></div><!--QuoteEEnd-->
Haha, and Kouji, also look at the room name too <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> sounds simular and my map is also considering to be called ns_meta (short for Metaphor), it might create some conflicts here though :S
Hera holo room ftw?
Anyways, some of those wide open corridors are quite... wide... I take it this is a wip to get the layout ready andn you're going to change/add textures along the way?
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that doesnt really look like the hera holo room does it? -shrugs- I like it, the acidy looking walls ect, really gives a good name for the acid room dun dun dun. I also like maps that deal damage to players if you tread in certain places D:
<!--quoteo(post=1576873:date=Nov 13 2006, 11:08 PM:name=Zerotech)--><div class='quotetop'>QUOTE(Zerotech @ Nov 13 2006, 11:08 PM) [snapback]1576873[/snapback]</div><div class='quotemain'><!--quotec-->
Thanks for the feedback, I do apologize that I couldn't fit any more pictures in one post (due to forum limit of image posting). As you've pointed out about the bland textures, what I'm trying to do is to setup the room layout, and adjust it until I am satisfied with the results, so I can then apply the appropriate textures to it.
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yeah, san just pointed that out <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> as long as those corridors get abit smaller after all the applied textures ect i think it will start to come together nicely for you ^^
that doesnt really look like the hera holo room does it?
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Meh, it does have some features of heraholo (try saying that 10 times fast <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />)
Meh, it does have some features of heraholo (try saying that 10 times fast <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />)
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I messed up on the 3rd try <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
About that room with the canon and the door that looks like a prison cell, It will be activated based on a weldable point (ala like Satellite Comm. in ns_tanith) which leads to further down to Acid Pool. Also the Marine Start (Monitoring Station) will have <b>3</b> Entrances instead of 2, this will allow the alien team to take a new route, also some strategic resource node points will be established to encourage base relocations.
I agree with Kouji with some of the rooms that are a bit too wide and possibly a bit too tall, I can reduce the size so it isn't exactly jetpack friendly.
<!--quoteo(post=1576868:date=Nov 14 2006, 02:58 PM:name=Phur_Instinkt)--><div class='quotetop'>QUOTE(Phur_Instinkt @ Nov 14 2006, 02:58 PM) [snapback]1576868[/snapback]</div><div class='quotemain'><!--quotec-->
I would more than happily attack you about the lighting, but first ill attack you about textures in general and i dont mean to sound rude because im not trying to be. Your new at mapping and have to start somewhere <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah we all have to start somewhere, last time I did release a new map with shabby textures I pretty much copped the flak <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<!--quoteo(post=1576868:date=Nov 14 2006, 02:58 PM:name=Phur_Instinkt)--><div class='quotetop'>QUOTE(Phur_Instinkt @ Nov 14 2006, 02:58 PM) [snapback]1576868[/snapback]</div><div class='quotemain'><!--quotec-->
But you need to change up the textures, add my textures possible narrow some hallways and add some objects in there, give aliens some cover ect.<!--QuoteEnd--></div><!--QuoteEEnd-->
As already stated a few posts back about the textres, as for the rooms, I'll start narrowing the rooms one by one, priorites right now would be the Chemical Facility Hive which needs to be worked on.
<!--quoteo(post=1576868:date=Nov 14 2006, 02:58 PM:name=Phur_Instinkt)--><div class='quotetop'>QUOTE(Phur_Instinkt @ Nov 14 2006, 02:58 PM) [snapback]1576868[/snapback]</div><div class='quotemain'><!--quotec-->
edit: or is this a siege map?<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm glad it isn't a siege map or else I wouldn't even consider working on a map like it.
Thanks for the feedback, I do apologize that I couldn't fit any more pictures in one post (due to forum limit of image posting). As you've pointed out about the bland textures, what I'm trying to do is to setup the room layout, and adjust it until I am satisfied with the results, so I can then apply the appropriate textures to it.
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Be warned: IMO it is very difficult to apply already existing texures to already existing brushwork (did this once, looked horrible). Even if you make the effort to draw/organize custom textures which perfectly fit your brushwork it is going be very difficult, and will probably look crappy - you would have to remake most of your map...
A better aproach at mapping after a layout would be making the floors of your rooms first, then adding the walls and objects inside the rooms...
Or if you prefer (like me) simply build your rooms how it comes to your mind, but keep in mind in which direction you want to be going.
Be warned: IMO it is very difficult to apply already existing texures to already existing brushwork (did this once, looked horrible). Even if you make the effort to draw/organize custom textures which perfectly fit your brushwork it is going be very difficult, and will probably look crappy - you would have to remake most of your map...
A better aproach at mapping after a layout would be making the floors of your rooms first, then adding the walls and objects inside the rooms...
Or if you prefer (like me) simply build your rooms how it comes to your mind, but keep in mind in which direction you want to be going.
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You make a valid point about creating a lowpoly layout and then texturing it or modifying it with more detail and having difficulty to keep a constant theme going or making it look as good as possible. There is however also something of a drawback of detailing each room then continueing to the next in the same file (not saying you do this, since I dunno how you map <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ). The compile times will increase making it difficult (take a long time) to tweak lighting and architecture.
I personally have a layout in my mind. Well had the benefit of a complete rough layout for the second version of my map, actually because it was a revision (making things easier). But I usually create the rooms individually in their own file to keep the compile times down and tweak them to full detail, actually trying to finalise them.
Then when I go to sleep I usually compile them in the full map to see how much of an impact it has on the engine resources and then tweak the individual file accordingly. Don't worry my server is in another room <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />. Keeping an eye on engine resources for classic ns mapping is probably the most important part for big/detailed maps
To compile only one room of you map you can use the "Cordon bounds" feature of hammer. You drag a block around the area you want to be compiled, hammer cuts out that part of the map, adds a box against leaks and saves that as a .map file.
Quite handy since you can make such partial compiles with the hammer batch compiler without greater performance losses.
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Ok I've had a good look at the hive, I've decided to enhance the lighting with it, I hope you like it.
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Since it is a hive, you want aliens to be able to defend themselves. Add more "infestation" or more vis blockers all around. You know, sections of wall, overturned tables, etc...
Right now, it would be very easy to spawn camp inside the hive. Good job though <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
The hive does feel sort of cramped already but I suppose I could add some walls to protect the alien team.