If you have MSN, I'd be more than happy to do a test run of the map for you. Just send me the .rmf and I'll compile / test and get some screens for you. Don't worry bout me stealing work, as I'm up to my own neck in mapping (one my own thing, and another a project for school)
So far, so good. You could probably do with a little texture re-alighment on that cliff area, and add some lights (I may add some light entities for you if there are none as they are required to compile)
Penny for your thoughts? The lighting is going to change and those blast walls are only temporary. There was something else I was going to say but I forgot... Damn.
architecture is pretty nice. for a start. i wont comment on textures/lighting cause there isnt much to comment, i trust you'll change them. those smaller corridors look a bit too narrow for my taste though.
Wow. I won't call it excellent, but it's a very fresh and interesting style that I don't often see in NS. Texture alignment isn't perfect but I think you have a nice geometry\texturing decision for that room. I'd advise that when you finalise it, you put some clip brushes to make the walls smooth for skulks to climb up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Keep up the good work and keep sending those screenshots. Rawr.
It looks like Singleplayer HL. I'm undecided, not sure if I like it or not, either way it's better than my first attempt at an NS map. Hehe, sandman...
Please pay no attention to everyone who has accused you of copying other people's maps. We recently had an episode with another person who did not speak in perfect english who stirred up this forum and decided to post maps with decompiled stolen parts a total of FOUR times in a row. Just recently he tried to evade the ban one time and failed miserably. I assume a lot of these people think that you
1. Are him.
2. Are like him.
I want to make an apology for the actions of certain other members in this thread and hope that you continue posting on these forums. Thanks.
As for the screenshots, it's a good attempt for a new mapper, keep up the good work.
While new mappers arent always something that some folks here arent happy to see unless you have a little scratch, I like the thought of newbies reminding us that we arent all gifted and talented and need a beacon of light to guide us along the tunnel of critisizm and failure. Eventually you WILL come out on top.
Your map carried a style that reminds me of ns_bast, although the wall textures (the white ones) arents doing much for me right now. But, its a good start. You might want to get rid of that big caution wall at the end of the hall. It seems a tad... lets say... off.
However, you are off on a good start and seem to have some skill for a new mapper to community. Welcome, and remember:
Very nice, very clean. Still rough around the edges, but if you can keep up the momentum I could see this turning into quite an interesting departure from the usual dirty grimy rusted out hulks that most maps are. (not that I have anything against those types of maps, working on one myself in fact <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) So keep up the good work. Too many promising map projects around here die off after a few rooms are finished.
I'd also like you to know that if anyone gives you a hard time, I'll be there to come down on them with both feet. Stabbin' jerks in the mapping forum is my job <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Enjoy your time here.
And if Tyr gives you a hard time, I know people who can make him disappear for a reasonable fee. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
(Just kidding Tyr, please don't burn my house down)
What're you doing here? you work int he Mapping HELP forum.. SLAVE! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
We all love Bob. Now get back to work so we have some more screenshots to look at, Gwythenek <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
i like that last screenshot. i think is a style that hasnt been done before and has loads of potential. reminds me of a level out of Aliens vs Predator 1 from one of the alien missions..
its a good move away from the dark dingy abandoned outpost we tend to see.
Instead i get the feeling this is a populated area, perhaps where marines live or go to relax, and this is a big tatical position for the Kharaa if they can capture it.
<!--QuoteBegin-TyrNemesis^+Sep 29 2004, 06:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TyrNemesis^ @ Sep 29 2004, 06:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd also like you to know that if anyone gives you a hard time, I'll be there to come down on them with both feet. Stabbin' jerks in the mapping forum is my job <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Enjoy your time here. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yeah, my face hurts from that last stabbin' <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--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--> Please pay no attention to everyone who has accused you of copying other people's maps. We recently had an episode with another person who did not speak in perfect english who stirred up this forum and decided to post maps with decompiled stolen parts a total of FOUR times in a row. Just recently he tried to evade the ban one time and failed miserably. I assume a lot of these people think that you
1. Are him.
2. Are like him.
I want to make an apology for the actions of certain other members in this thread and hope that you continue posting on these forums. Thanks.
As for the screenshots, it's a good attempt for a new mapper, keep up the good work.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Heh, whoever thinks that is dumb there is no way that this guy is the "N" word guy that stole parts of maps. For a start, even with a new mapper and being so low quality work compared to the guys that have been mapping for a long time, this has originality, which is always a good quality to have, even when not wanted by others.
<!--QuoteBegin-KungFuDiscoMonkey+Sep 29 2004, 05:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Sep 29 2004, 05:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Can't tell what you're asking by the ascii art. Maybe a small paint image. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Just quote his post and you can see what it is.
And yes, you can create that out of one brush.
edit: wait, I was wrong. Don't listen to me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Yes the was one person I got abuse from who thought I was that person, I hope he/she now knows I am not.
The style is of major importance, I am trying to break away from the normal dark/grungy maps.
Those warning walls are only temporary, I used them to seal of the area to check for leaks, as you can see I fixed 'em all up.
What I would like to know is, id it possible to create a moving door out of a single brush like this;? <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> ___ __/ \__ / \ | | | | \__ __/ \____/ <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Or do have to use multiple brushes?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> you need ~3 brushes, depending on how to do it
you cant use 1 brush because it would be a concave brush, and the HL engine hates those
You could probably do that with two brushes, when you realize that the whole door will never be seen, only the edge that moves away from the wall when it opens. If it opens upwards, for example, the top can be just a square brush (with little clips for the diagonals at the bottom), and then you attach the little U shaped brush below. Then just adjust the textures to fit, and no one ever knows that your door isn't perfect all the way around.
I'm a noob mapper too, and I thought it kind of silly to make a new thread for a relatively simple question but...
I've searched all through my textures, I've used every wad file I have, and I've downloaded a lot of custom wads from the forums but for the life of me I can't find the texture used for making vents. Like, the siding that you would see when you're running along inside of it. Can someone give me the name of the texture most commonly used for vents please?
Well try not to hijack others' posts and try to use the mapping help subforum in the future. But in answer to your question, there is no vent-specific texture. Go wander around some vents and look, they're all different. Just use whatever feels right. Some people just extend the wall texture into the vent, some prefer a different texture. Just as long as the vents fit in with the theme of the rest of your map, I wouldn't worry about it.
Wow, I'd have to say from your screenies, that's way better than my first.. or even second attempt at mapping <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> Nice work.
They grow up so fast... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
They grow up so fast... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Well, atleast normally.. except when you are overrun with term papers, etc. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> I've had no time for mapping lately...
You can use this trick in a myrad of other ways, as well. AKA, if you have some pipes, and they are behind a screen, and the player will never see the back of the pipes, don't make them. Save the brushes you would of used making the backs of those pipes and use them for somthing else.
Just a little comment on the hallway architecture posted a while back: it really is something new. Because of the whiteness of the texture, I bet that lighting changes will add a lot of zing to it.
If you feel like you really need to use that hallway style again, alter the lighting. Normally, I wouldn't recommend using similar hallways again (ever played a map where all the hallways look identical? Eeeww.), but this is a situation where you can really play with the RGB values to distinguish areas.
Comments
If you have MSN, I'd be more than happy to do a test run of the map for you. Just send me the .rmf and I'll compile / test and get some screens for you. Don't worry bout me stealing work, as I'm up to my own neck in mapping (one my own thing, and another a project for school)
So far, so good. You could probably do with a little texture re-alighment on that cliff area, and add some lights (I may add some light entities for you if there are none as they are required to compile)
-BulletHead
<img src='http://www.rabeng.co.uk/images/new0000.jpg' border='0' alt='user posted image' />
<img src='http://www.rabeng.co.uk/images/new0001.jpg' border='0' alt='user posted image' />
Penny for your thoughts?
The lighting is going to change and those blast walls are only temporary.
There was something else I was going to say but I forgot... Damn.
Keep up the good work and keep sending those screenshots. Rawr.
~ DarkATi
1. Are him.
2. Are like him.
I want to make an apology for the actions of certain other members in this thread and hope that you continue posting on these forums. Thanks.
As for the screenshots, it's a good attempt for a new mapper, keep up the good work.
Your map carried a style that reminds me of ns_bast, although the wall textures (the white ones) arents doing much for me right now. But, its a good start. You might want to get rid of that big caution wall at the end of the hall. It seems a tad... lets say... off.
However, you are off on a good start and seem to have some skill for a new mapper to community. Welcome, and remember:
Dont feed the animals!
(Just kidding Tyr, please don't burn my house down)
What're you doing here? you work int he Mapping HELP forum.. SLAVE! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
its a good move away from the dark dingy abandoned outpost we tend to see.
Instead i get the feeling this is a populated area, perhaps where marines live or go to relax, and this is a big tatical position for the Kharaa if they can capture it.
Yeah, my face hurts from that last stabbin' <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--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--> Please pay no attention to everyone who has accused you of copying other people's maps. We recently had an episode with another person who did not speak in perfect english who stirred up this forum and decided to post maps with decompiled stolen parts a total of FOUR times in a row. Just recently he tried to evade the ban one time and failed miserably. I assume a lot of these people think that you
1. Are him.
2. Are like him.
I want to make an apology for the actions of certain other members in this thread and hope that you continue posting on these forums. Thanks.
As for the screenshots, it's a good attempt for a new mapper, keep up the good work.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Heh, whoever thinks that is dumb there is no way that this guy is the "N" word guy that stole parts of maps. For a start, even with a new mapper and being so low quality work compared to the guys that have been mapping for a long time, this has originality, which is always a good quality to have, even when not wanted by others.
Yes the was one person I got abuse from who thought I was that person, I hope he/she now knows I am not.
The style is of major importance, I am trying to break away from the normal dark/grungy maps.
Those warning walls are only temporary, I used them to seal of the area to check for leaks, as you can see I fixed 'em all up.
What I would like to know is, id it possible to create a moving door out of a single brush like this;?
___
__/ \__
/ \
| |
| |
\__ __/
\____/
Or do have to use multiple brushes?
Just quote his post and you can see what it is.
And yes, you can create that out of one brush.
edit: wait, I was wrong. Don't listen to me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Yes the was one person I got abuse from who thought I was that person, I hope he/she now knows I am not.
The style is of major importance, I am trying to break away from the normal dark/grungy maps.
Those warning walls are only temporary, I used them to seal of the area to check for leaks, as you can see I fixed 'em all up.
What I would like to know is, id it possible to create a moving door out of a single brush like this;?
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> ___
__/ \__
/ \
| |
| |
\__ __/
\____/ <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Or do have to use multiple brushes?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
you need ~3 brushes, depending on how to do it
you cant use 1 brush because it would be a concave brush, and the HL engine hates those
Fixed your topic title for you, also.
I've searched all through my textures, I've used every wad file I have, and I've downloaded a lot of custom wads from the forums but for the life of me I can't find the texture used for making vents. Like, the siding that you would see when you're running along inside of it. Can someone give me the name of the texture most commonly used for vents please?
They grow up so fast... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
They grow up so fast... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Well, atleast normally.. except when you are overrun with term papers, etc. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> I've had no time for mapping lately...
If you feel like you really need to use that hallway style again, alter the lighting. Normally, I wouldn't recommend using similar hallways again (ever played a map where all the hallways look identical? Eeeww.), but this is a situation where you can really play with the RGB values to distinguish areas.