Random Screens From My Cs / Ns Map

amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
<div class="IPBDescription">"Flame me not"</div> Images are thumbs click each one to view full screen

<a href='http://www.ammahls.com/random/de_cocoon0018.JPG' target='_blank'> <img src='http://www.ammahls.com/random/de_cocoon0018_thumb.JPG' border='0' alt='user posted image' /> </a>

Blue Hall - The Blue Hall feels to clean, but if was to add something it is to dirty, what can i do?

<a href='http://www.ammahls.com/random/de_cocoon0019.JPG' target='_blank'> <img src='http://www.ammahls.com/random/de_cocoon0019_thumb.JPG' border='0' alt='user posted image' /> </a>

Blue Hall, looking at lift shaft to Brown Hall

<a href='http://www.ammahls.com/random/de_cocoon0020.JPG' target='_blank'> <img src='http://www.ammahls.com/random/de_cocoon0020_thumb.JPG' border='0' alt='user posted image' /> </a>

The Cave, redsigned for lower r_speeds, and less awp's

<a href='http://www.ammahls.com/random/de_cocoon0021.JPG' target='_blank'> <img src='http://www.ammahls.com/random/de_cocoon0021_thumb.JPG' border='0' alt='user posted image' /> </a>

New Grey Hall, with hole to sewer

<a href='http://www.ammahls.com/random/de_cocoon0022.JPG' target='_blank'> <img src='http://www.ammahls.com/random/de_cocoon0022_thumb.JPG' border='0' alt='user posted image' /> </a>

Sewer betwen The Cave, and Grey Hall

More can be found at <a href='http://www.ammahls.com/random/de_cocoon.html' target='_blank'>http://www.ammahls.com/random/de_cocoon.html</a>

<b>This post is more or less a try to get back into the ns community, with out flat blocky maps, if people dont like what they see (Other then the word "Counter-Strike"), then please post what you would like to see changed, and i shall consider it</b>

amckern

Comments

  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    Looks ok, but I don't think you're allowed to use the NS-textures for other games than NS.
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    how on earth do you have an NS/CS map
    DM: you're not :/
  • FullautoFullauto Join Date: 2004-06-27 Member: 29589Members
    A picture saves me words, so here's most of my crits in one:
    <a href='http://www.nic.pwp.blueyonder.co.uk/images/cocooncrit.jpg' target='_blank'>http://www.nic.pwp.blueyonder.co.uk/images/cocooncrit.jpg</a>

    Another thing that just leapt out at me: Why the drinks machines? They look so out of place.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Why should the steps and crates be func_walls <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> , they take up runtime entities... Other then that I agree with your feedback
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-Kouji San+Jun 28 2004, 03:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Jun 28 2004, 03:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why should the steps and crates be func_walls <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> , they take up runtime entities... Other then that I agree with your feedback <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Hmm, so they don't cut apart the geometry and make r_speeds go through the roof?

    It looks alright, but making a joint NS/CS map makes about a much sense as a talking poo wearing a top hat that turns up at your door begging to shine your shoes. On a sunday.
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    <!--QuoteBegin-Tequila+Jun 28 2004, 09:17 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ Jun 28 2004, 09:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It looks alright, but making a joint NS/CS map makes about a much sense as a talking poo wearing a top hat that turns up at your door begging to shine your shoes. On a sunday. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    amen.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited June 2004
    <!--QuoteBegin-Tequila+Jun 28 2004, 03:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ Jun 28 2004, 03:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Kouji San+Jun 28 2004, 03:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Jun 28 2004, 03:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why should the steps and crates be func_walls  <!--emo&???--><img src='http://www.natural-selection.org/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> , they take up runtime entities... Other then that I agree with your feedback <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Hmm, so they don't cut apart the geometry and make r_speeds go through the roof? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    And what about a less expensive solution? Like keeping 1 grid unit between the walls and floors, it seems people seem to forget the 1 grid space idea and do the "easier/faster to create" solution (func_walls)
  • FullautoFullauto Join Date: 2004-06-27 Member: 29589Members
    It'd be kinda difficult to do the 1 unit trick on the crates without people noticing, seeing as the floor is on a gradient. You're probably right about the steps though.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-Kouji San+Jun 28 2004, 03:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Jun 28 2004, 03:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Tequila+Jun 28 2004, 03:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ Jun 28 2004, 03:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Kouji San+Jun 28 2004, 03:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Jun 28 2004, 03:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why should the steps and crates be func_walls  <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> , they take up runtime entities... Other then that I agree with your feedback <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Hmm, so they don't cut apart the geometry and make r_speeds go through the roof? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    And what about a less expensive solution? Like keeping 1 grid unit between the walls and floors, it seems people seem to forget the 1 grid space idea and do the "easier/faster to create" solution (func_walls) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    A crate one unit above the ground is going to love painfully obvious. In places you can get away with it, but not here. Just group the crates together as one func_wall (don't group too much stuff though).
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    <b>amckern</b> - I'm all for you doing an ns map ...ns map away! but using the textures in CS breaches the copyright imposed by the creator of said textures. If you don't want to end up in big doo-doo and have everyone on the ns forum hate you, I'd quickly renounce that this is cs map and declare allegance to NS and ns alone...

    In all seriousness, the textures are meant for NS only. If you use them in CS there is not much that they will legally do against you (or they might - depends on how serious they take this) but most of the mapping community will hate you and it is not hard to get the word spread and your map will never see the light of a server...any where..
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    I'd say it's a bit to square in parts and needs some better textures. Apart from that, keep working on it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    Too square. Needs better textures.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Looks like blackmesa. But is it a cs map or ns map? Its a good start if your making a half-life level. But if your making a level for a mod you should be trying to use more mod-specific textures to give it the feel of that mod.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    to square, needs better textures
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    to square, needs better textures
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    2's queer. Kneads butter tax tours.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    2 textures, needs better squares
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    ....

    But anyways...

    Don't use ns textures on a cs map!
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    edited June 2004
    Thanks guys, and gals

    That is 1 famous quote now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> - Who did i say that to any way?

    The fixes in the cave will be done

    Also, the only ns texture are the walls in the Grey Hall, that i will be replacing with steel from Half Life wad, and the ground in Blue Hall, that i will replace once Snowstrike gets me some more

    All the rest are from Custom Wads, that say just credit me in your readme - So i dont have to worry over that

    The dirink machince were to try and add something to a bland wall, though posibly a bit of rubish technolgy might fit just as well

    Thanks again,

    amckern
  • DaedalusDaedalus Join Date: 2003-04-02 Member: 15152Members
    I'm confused. Is this an NS map or a CS map?
Sign In or Register to comment.