New Member, New Map

GwythenekGwythenek Join Date: 2004-09-28 Member: 31967Members
<div class="IPBDescription">Making a map for Natural Selection</div> Lo All,

Ive registered here because I am creating a map for NS. It started with me thinking what I'd like to get out of an NS map, so I thought that I might as well make one of my own. The irony being I can't play it online until I go out and buy another copy of Half Life, so I can play on steam <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

This would be my first attempt at mapping, but I already have a good idea of what I want it to look like, It will basically be a cargo ship that was so good that the Frontiersmen commisioned one as a military vessel, but has been out of contact since.

So far I may need some help in making sure that ladders and gantries are transparent where the should be and getting glass transparent (I haven't looked at that yet) things like that.

Some notes, aspects of this map will have taken inspiration from the legendary ns_bast, for instance alot of the corridors will be shaped a bit like the one in the command section (The ones like the living quarters in the Nostromo, Alien).

I'll get some screenshots up when I get home this afternoon of what Ive done already, I hope that the corridor that I have constructed doesnt cause any problems.

Cheers

- Gwythenek
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Comments

  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited September 2004
    <span style='color:red'>**Please refrain from acting like the forum police**</span>
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    <!--QuoteBegin-Thursday-+Sep 28 2004, 10:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Sep 28 2004, 10:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <span style='color:red'>**Please refrain from acting like the forum police**</span> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    LOL! thursday got owned.

    but anyways, good luck on your long mapping journey and may the force be with you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    when you say your going to make parts of the map look simmilar to ns_bast, i hope you dont mean decompiling it, that would be evil. just keep to what you can make freehand from the inspiration.
  • GwythenekGwythenek Join Date: 2004-09-28 Member: 31967Members
    Geez, what a welcome first reply! What on earth happened there. I'm glad I didn't see it, I guess.

    I show you what I mean, in a minute, but no, I would never consider decompiling a map. Thanks for the welcome Gigabite.

    Oh, and it just occured to me that I got the speeling wrong on the title O_o not exactly the best first impression <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Gwythenek+Sep 28 2004, 05:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gwythenek @ Sep 28 2004, 05:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Geez, what a welcome first reply! What on earth happened there. I'm glad I didn't see it, I guess.

    I show you what I mean, in a minute, but no, I would never consider decompiling a map. Thanks for the welcome Gigabite.

    Oh, and it just occured to me that I got the speeling wrong on the title O_o not exactly the best first impression <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Don't worry, you can ignore most of Thursday's posts - we all do.
  • GwythenekGwythenek Join Date: 2004-09-28 Member: 31967Members
    edited September 2004
    Here are some some pics taken from Hammer;

    <img src='http://www.rabeng.co.uk/images/ns_new.jpg' border='0' alt='user posted image' />
    <img src='http://www.rabeng.co.uk/images/ns_new2.jpg' border='0' alt='user posted image' />
    <img src='http://www.rabeng.co.uk/images/ns_new3.jpg' border='0' alt='user posted image' />
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    only if he says something not specifically related to a map :o

    the pics dont work btw.
  • GwythenekGwythenek Join Date: 2004-09-28 Member: 31967Members
    Fixed.

    Keep in mind I only started yesterday.

    I was wondering, whats the best way to keep up with the level design, the best way to progress through the map creation?
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    Here are a couple of rules you SHOULD follow in mapping ns.

    NEVER DECOMPILE SOMEONE ELSE'S WORK!
    Learn texturing.
    Learn all of the atmospheric values for maps. <lights, sounds, fog, etc.>
    If you like an idea on a map, ask the creator of the map to use that idea in your map.

    always give IN GAME screenshots. VHE Screenshots show us nothing.
    figure out what you want to design first, and see if it fits the needs of a natural selection map:-)

    location
    size
    atmosphere
    abandoned, colonized.

    list goes on and on.
  • GwythenekGwythenek Join Date: 2004-09-28 Member: 31967Members
    edited September 2004
    Im just fooling around and so forth. And I haven't decompiled anyones work.
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    edited September 2004
    For a beginner map that isn't half bad. Couple of tips though:

    -Looks like you just copy and pasted brushes in the first and third (?) screenshots, sure it's ok to do this sometimes, but doing it many times gets a bit repetitive. Try copy and pasting, but editing the brushes a little bit so that they have that unique look about them.
    -Hallway looks a little bit small in the third picture.
    -Try and get a bit more texture in there.

    And don't worry about lighting till you get another copy of HL <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    Edit - To blackplague: Remember, he can't give in-game screenshots.
  • GwythenekGwythenek Join Date: 2004-09-28 Member: 31967Members
    I have copied the brushes over and over and just placed them next to each other.

    I am wondering about the size, how high should a hallway be?

    And I sure will get some more texture in there! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    Yeah, try adding cables and maybe a few overhead pipes. Things like pulled up floor panels and various non-accessable doors on the sides often make things look a little less repetitive. And about the size, most hallways should be big enought o fit an onos or two (if they are slim... or have 20 kilos of muscle on their sides missing <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) in, though I suppose a few non-Onos routes would be ok.
  • GwythenekGwythenek Join Date: 2004-09-28 Member: 31967Members
    I know this may sound like a stupid question (n00b alert) but how can I check?
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    Ah right... That ain't a noob question I suppose <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> I don't really know the size, I just judge by using an info_playerstart (Haven't ampped in a while, that right?) and making the ceiling several dozen units higher than that.
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    edited September 2004
    The sizes of the lifeforms are listed somewhere...do a search for them.

    Regarding the pictures, I really like the look of the beige bit <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Needs work, but the style rocks - clean and fresh. Certainly could do without the darker pillars/ceiling though. Anyways, need ingame stuff to really judge, as said by someone or other waaaaaaay up there ^^



    <a href='http://collective.valve-erc.com/index.php?doc=1015286457-70421400' target='_blank'>Stuff with very helpful stuff to do with sizes of stuff that may help. And stuff.</a>

    Skulk, Lerk, Gorge = crouching human.
    Fade = same as human.
    Onos = <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Multiply the dimensions by 2.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Cant really confirm the Onos thing.
  • GwythenekGwythenek Join Date: 2004-09-28 Member: 31967Members
    Thanks, you've all been very helpful. I'll keep you posted on how the map is going.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    128 units wide by same high, is enuff for an onos, it might be less, but i find its fine at 128*128
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    Here are a few helpful tips based on those screenshots

    shot 1: Rock geometry needs to be less uniform. Add some uneven surfaces and perhaps some kind of gurder or supports every "X" amount of units

    shot 2 & 3: I know the plastic texture can be cool to use, but try accenting it with some trim textures. Decide on how long your halls and rooms will be and go from there. Don't let the size of pasted brushe work decide the shape or size of any room, and make sure you align slanted textures with the brushes as well.
  • GwythenekGwythenek Join Date: 2004-09-28 Member: 31967Members
    What do you mean by trim textures?
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    There are a handful of "trim" textures in the ns and ns2 wads (or maybe in just one of them) that contain the word "trim" in the name. They are named for their purpose. It's like molding around a door frame or at the bottom of walls.
  • GwythenekGwythenek Join Date: 2004-09-28 Member: 31967Members
    edited September 2004
    My mistake, I found them in ns.wad, thanks.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    I'm liking the corridor, maybe because I've seen something similar URL=http://www.unknownworlds.com/forums/index.php?showtopic=79404&hl=ns_tbc]somewhere else[/URL] <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    But seriously I like the style and since you only started yesterday I'm ready to give you a lot of credit for what you've done. Read up about r_speeds, and I'd also suggest keeping an onos-sized brush in the map somewhere (with a big fluorescent colour) so you can check the heights of new corridors (rooms). One other thing is that I'm not sure if the onos model always has all four feet on the ground when negotiating slopes etc., so I always give him plenty of height where that is concerned.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Thursday-+Sep 28 2004, 04:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Sep 28 2004, 04:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <span style='color:red'>**Please refrain from acting like the forum police**</span> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Would help if they were around when you need them ... except for TyrNemesis^ ... that guy is like the god of our forums, he seems to be everywhere all of the time.
  • GwythenekGwythenek Join Date: 2004-09-28 Member: 31967Members
    Was there a problem with my post, sir?
  • TyrNemesisTyrNemesis trigger_CUT&#33; Join Date: 2003-09-17 Member: 20942Members, NS1 Playtester, Contributor, Constellation
    I really didn't see anything wrong with it. You started working on a new map and posted screenshots of it. I think what may have happened here is that some people noticed some coincidental similarities between the screenshots you posted and work someone else did at some point in time. Personally, considering that there are only so many textures in NS and so many shapes in the universe, there's only so many different styles of hallway that can be created before that happens. Don't worry about it too much.

    Welcome to the forums, don't stick your hand in Thursday's cage or he'll bite you.
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    <!--QuoteBegin-Gwythenek+Sep 28 2004, 03:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gwythenek @ Sep 28 2004, 03:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Was there a problem with my post, sir?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Nothing wrong with your post. Some people jump on new people like its going out of style.

    Keep practicing your work. I'm sure you'll need help, thats that what we're here for.

    The Mapping and Help Forum, located at the top of this mapping forum just above the sticky notes is used for general mapping questions, and you can usually find answers to most common questions in there. Or post your own.

    Otherwise keep up the good work.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Welcome to the forums, don't stick your hand in Thursday's cage or he'll bite you.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    indeed he will...
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    oh yeah very true, TyrNemesis^ is our guru <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> do somethin wrong and off goes a body part hah
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-TyrNemesis^+Sep 28 2004, 09:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TyrNemesis^ @ Sep 28 2004, 09:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I really didn't see anything wrong with it. You started working on a new map and posted screenshots of it. I think what may have happened here is that some people noticed some coincidental similarities between the screenshots you posted and work someone else did at some point in time. Personally, considering that there are only so many textures in NS and so many shapes in the universe, there's only so many different styles of hallway that can be created before that happens. Don't worry about it too much.

    Welcome to the forums, don't stick your hand in Thursday's cage or he'll bite you. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    See that guy is everywhere <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    BTW that first area reminds me of origin, which is a nice feeling.

    <a href='http://www.snarkpit.com' target='_blank'>www.snarkpit.com</a> is your best friend, go look up the triangle method to making rock faces and other various tutorials to spice up your map.
  • GwythenekGwythenek Join Date: 2004-09-28 Member: 31967Members
    Actually, I was just trying out the rock tex as an experiment, I still don't know where to base the map, underground or a space ship lol.
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