A Work In Progress

SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
<div class="IPBDescription">something iv been working on</div> ok well this is what iv been working on the last couple of days and im posting here to see what pl think of it, it started off as a siegemap project however i'm considering making it a proper combat map and swapping the 2 rts in the first bit for armouries (i mite do a siege map and a co map out of it)
darkfighter is doing the hive end of teh map in a similar style to this.

i thought screenshots are posted enough and i felt like a video captured in fraps would be an interesting change so heres a short video of it -
<a href='http://snakemaps.megazones.net/stuff/rinestartvid.wmv' target='_blank'>Clicky</a>

plz post sum constructive crits hope yall like it <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->

Comments

  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Well, first of all I think you should recolour the wall_lab textures so that your map doesn't come across as a poor man's Ayumi.

    Lighting is pretty solid, if uninspired and repetitive. Geometry-wise it's way too sparse, there's nothing of interest aside from the nice RADAR dish outside. Spruce it up, add pillars, interesting arches, ceiling supports yadda yadda yadda. Generally flesh it out.

    It's a good start, but it needs so much more to make it worth releasing.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    i'm with teq on this on for pretty much everything.

    My only other comment is to get some white lighting in there. Very few maps in NS have rooms dominated by one color of light unless it is white light. Colored lights are great when used well, but when they are the only illumination for a room they tend to wash out the details on your textures. Actually you could kill two birds with one stone by incorporating the colored lights into any new geometry you add. For instance hanging some little d6_spots on girders that you place, or just incorporating it in whatever you may do.

    Keep up the good work.

    Also, with the video, good idea there. I don't know if it's a preferable method for distributing screencaps, but it is different.
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    edited July 2004
    I'v added some more stuff to the room , i might put some morewhite light in it however i do like the lighting how it is, i did add some pipes along the ceiling and some more supports bt i took them out to save the r-speeds (they peak about 750) average about 5-600 now

    I'v dun another sort vid of the new stuff

    ps(the lights on teh floor are white)

    <a href='http://snakemaps.megazones.net/stuff/rinestart2_0001.wmv' target='_blank'>clicky here</a>
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Much better, although seriously consider creating your own take on the wall_lab texture set. Try a more whiter colour for them perhaps.

    Also, I really hate map previews as videos, save them for the real deal and stick to screens for now.
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    edited July 2004
    ok thanks for your comments me & darkfighter have discussed it and we have sorted a layout we will probably use and we will use a different coloured sat of wall_lab textures, were going for a cold feel and i have changed teh sky to the night one and have build a cliffy skybox with snow outside windows,
    (i hadnt played ayumi bt sumhow managed to make it similar as after dark said hey that looks like ayumi i had a look round ayumi (i normally play co_ and teh old ns_maps altho after loking at teh new ns_maps i'm gunna start playing them more)

    the green areas are skyboxes that u cant get into
    the green lines are the unbuilt area
    the blue lines are possible vent locations
    rine start is te room above the botton skybox
    the hive is the middle top room
    <img src='http://snakemaps.megazones.net/stuff/co_darksnake.jpg' border='0' alt='user posted image' />


    below is a pic of the colour theme me and dark have agreed on we tried green aswell but this looked the best

    <img src='http://snakemaps.megazones.net/stuff/wall_lblab_11.jpg' border='0' alt='user posted image' />
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Looks good, now make it so!
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    edited July 2004
    ok i have an update - the room i posted first has been reworked as the r-speeds were too high (peaked at 1100) ive got them down now.
    darkfighter has started making the wall_lblab textures and only has a couple left to implement, I've also implemented skyboxes now and we have agreed on some of the concept,
    the map is an outpost on a small planet or asteriod in a very cold place with cold/snowy weather all year round (moredetails coming as we decide on it).

    the first room i made (its retextured with lblab, the crates are gone bt the open panels are still there, the room isself has changed shape slightly and is smaller

    <img src='http://snakemaps.megazones.net/stuff/rinestarth0001.jpg' border='0' alt='user posted image' />

    <img src='http://snakemaps.megazones.net/stuff/rinestarth0003.jpg' border='0' alt='user posted image' />

    Marine start with its improoved skybox

    <img src='http://snakemaps.megazones.net/stuff/rinestarth0004.jpg' border='0' alt='user posted image' />

    another skybox
    i mite add trims at teh top and bottom of teh window
    <img src='http://snakemaps.megazones.net/stuff/rinestarth0000.jpg' border='0' alt='user posted image' />

    constructive crit / comments please <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    edited July 2004
    Very nice...

    If this is gonna be a seige map then well done. Im fed up of seige map with no detail. Nothing more interesting then half a douzen blank walls.

    If its a seige then great keep up the extras.
    If its not then even better. Its looking good.

    And yes id does need more depth.. also it could probably do with some dark corners. Little too bright from what i can see

    EDIT

    Also note Green and Red dont work that well together :/
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Maybe I've missed it... but I don't see any red,<b>Pash</b>?
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    <!--QuoteBegin-Pash+Jul 7 2004, 10:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pash @ Jul 7 2004, 10:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Very nice...

    If this is gonna be a seige map then well done. Im fed up of seige map with no detail. Nothing more interesting then half a douzen blank walls.

    If its a seige then great keep up the extras.
    If its not then even better. Its looking good.

    And yes id does need more depth.. also it could probably do with some dark corners. Little too bright from what i can see

    EDIT

    Also note Green and Red dont work that well together :/ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    it isnt gunna b a siege map

    wotu mean green and red dont go well together?
    theres no red or green textures in it
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    Sorry was a tad confused, i watched the clip u made of it and that had red/green in it :/

    But ye i see now that u have changed it.
  • XythXyth Avatar Join Date: 2003-11-04 Member: 22312Members
    That looks seriously really nice, I love the wall colors.

    Keep up the good work man.
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    More pics <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    I had a little mappers block as wot to do to teh level itself so i built a readyroom, its set as an entrance to teh complex and caries on the theme of the outdoor bits of the map. (The bluething on the floor will be fixed {its a logo that shud b on teh floor nt the blue wasnt transparent and yes it is rendermode solid fx-255} i'll sort it out)

    ok heres teh pics -
    <img src='http://snakemaps.megazones.net/stuff/rinestarth0008.jpg' border='0' alt='user posted image' />
    <img src='http://snakemaps.megazones.net/stuff/rinestarth0009.jpg' border='0' alt='user posted image' />
    <img src='http://snakemaps.megazones.net/stuff/rinestarth0010.jpg' border='0' alt='user posted image' />
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    Whats your poly count for that ready room, please tell me its fairly low? Also what programme did you use to make it with?
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    i used valve hammer editor, I cant remember the exact poly count bt it wasnt too high, I'll look it up
    U like it?
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    why does poly count matter in a ready room. i like it, looks nice
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    Ye i like it. Looks cool, but whats that thing on the ledge above?
    I wanna know cause im trying to do some rock faces for a map and im having trouble :/
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin-snake_ub+Jul 6 2004, 05:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (snake_ub @ Jul 6 2004, 05:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ok thanks for your comments me & darkfighter have discussed it and we have sorted a layout we will probably use and we will use a different coloured sat of wall_lab textures, were going for a cold feel and i have changed teh sky to the night one and have build a cliffy skybox with snow outside windows,
    (i hadnt played ayumi bt sumhow managed to make it similar as after dark said hey that looks like ayumi i had a look round ayumi (i normally play co_ and teh old ns_maps altho after loking at teh new ns_maps i'm gunna start playing them more)

    the green areas are skyboxes that u cant get into
    the green lines are the unbuilt area
    the blue lines are possible vent locations
    rine start is te room above the botton skybox
    the hive is the middle top room
    <img src='http://snakemaps.megazones.net/stuff/co_darksnake.jpg' border='0' alt='user posted image' />


    below is a pic of the colour theme me and dark have agreed on we tried green aswell but this looked the best

    <img src='http://snakemaps.megazones.net/stuff/wall_lblab_11.jpg' border='0' alt='user posted image' /> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    oh dear god thats almost exactly the same as my wall_lab recolour! /dies
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Edgecrusher+Jul 8 2004, 12:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Edgecrusher @ Jul 8 2004, 12:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> oh dear god thats almost exactly the same as my wall_lab recolour! /dies <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Olmy's using wall_lab <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited July 2004
    <!--QuoteBegin-ShdwStal+Jul 8 2004, 11:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ Jul 8 2004, 11:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Edgecrusher+Jul 8 2004, 12:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Edgecrusher @ Jul 8 2004, 12:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> oh dear god thats almost exactly the same as my wall_lab recolour! /dies <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Olmy's using wall_lab <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Skillful deduction of the facts there brute.

    Also, this is a combat map right? I saw rts in your video, and if its an ns map the layout looks extremely simplistic.
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    it was an ns_ map bt its a combat map now and the 2 trs haev been swapped for armouries
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