Co_triplethreat

PashPash Join Date: 2003-06-22 Member: 17619Members
edited January 2005 in Mapping Forum
<div class="IPBDescription">Latest - Rebuilt version</div> The last versions where pritty crap to say the least being rather square and crashed servers a LOT.
This time thou i am happy with the outcome.

Over the last week i have been building its basic structure then with the help of 404NotFound building up the details,
texturing and lighting we have come up with M-Start.
Minus a problem with the w_poly count in M-Start (1100 Max) the maps 20% complete.
Marine start is pritty much finished and the basic structure of the
Hive is ready to be handed over to 404 within the day. <!--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-->

/ Marine Start \
Note pictures below are: 1152x864
<img src='http://tim.flowingideas.com/triplethreat/pic1.jpg' border='0' alt='user posted image' />
<img src='http://tim.flowingideas.com/triplethreat/pic2.jpg' border='0' alt='user posted image' />
<img src='http://tim.flowingideas.com/triplethreat/pic3.jpg' border='0' alt='user posted image' />
<img src='http://tim.flowingideas.com/triplethreat/pic4.jpg' border='0' alt='user posted image' />
<img src='http://tim.flowingideas.com/triplethreat/pic5.jpg' border='0' alt='user posted image' />

Comments

  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Those 1152x864 just don't do it for me... I think the lighting is just too bland.
  • LordyLordy Join Date: 2003-10-12 Member: 21627Banned
    rather unique look but the lighting is quite boring
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    It does have some very unique features.

    When I say unique I mean "unique", not yeah nice try but it sux m8 kthx.

    What I mean by that is, work some more on this map because it could be really awesome.
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    It looks nice but will that play good?

    I can show you some of my marine start pre screens <!--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 know its to bright im working on it right now but you can see how the things are coming.

    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0010.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0011.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0012.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0013.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0014.jpg' border='0' alt='user posted image' />

    Im gone post new screens soon with better lights (and yes there are light textures on the map you will see soon compiling right now).
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Use more textures... or something else to make it all seem less simple.
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    for the 2nd guys ms, id say you need to do something to the floor texture, either find one more visualy attracting or use a different one just for the stairs to break it up a bit or something.

    that ones rather plain. which is ok for small areas, but makes a large room like that look plain and flat.
  • acer_r2acer_r2 Join Date: 2004-06-04 Member: 29099Members
    The rooms with rock are to flat, make it more rugged like mineshaft.
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    edited January 2005
    <b>CarNagE!</b>

    Divy up the floor texture... make it so that either you split up the floor a bit (add pipies traveling underneath it) or put down different textures for different sections.

    Lighting is extremely bright, though I'm guessing that since its a beta stage, it would be intentional.

    <b>Pash</b>

    Dont leave everything white though. Express color. Make hostile areas seem red, or shed some more brightness on those extremely dark areas. Nothing wrong with white, its just that you need to express it in magnitudes.

    Otherwise, great job. Im surprised at how much people can get done so quickly.

    <b>CarNagE!</b>

    PS: The way that marine start is set up just blows me away. Put down some more cover, like computer consoles for aliens to jump behind if they get in the crud or such, but man, it is just awesome.

    Mind if I borrow the floor architecture the command chair is sitting on? I love it. <!--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-->
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    Thx for very good hints im going to work on that. Im thinking about making two more textures just for floor and steps. I did some light tweaks. I dont mind if you wish to use the floor architecture. Im gone mix some blue and yellow colors.

    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0015.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0016.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0017.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0018.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0019.jpg' border='0' alt='user posted image' />

    I made the screens smaller so thay can load faster. about simplisity i like maps made taht way im gone work on the ceiling make it more detailed maybe new texturer i dont wont to make it to detailed becouse its a big area and with many players there with thouse details can make the map lag. I always say "the simple way is the best way".
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    You might want to fix the lights on the walls, pointing down. There are too many of them on the walls themselves. The most you want is about 2 for each wall, given its size.
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    there will be entrenses on both sides so some of thouse lights will be removed.

    for thouse who didnt see the ready room i will put some screens (every one likes screenis <!--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--> )

    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0001.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0002.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0003.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0004.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0005.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0006.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0007.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0008.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0009.jpg' border='0' alt='user posted image' />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Keep in mind that the blue lights you use don't look right while bending arround corners like that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    I just realized i post it to a wrong topic im sorry :/ it should be in The "Post Your Screenshots" Thread.
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    I think that the ideas are great, but it lacks polish. For example, when you put up strips of lights, make sure not to repeat the texture over and over again. It looks bad. Kinda seal off jagged curves or where the texture is supposed to end.
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    edited January 2005
    Ye i would have said somthing but i havent checked the post for a day.
    Gives me some ideas towards smoothing my map out anyway.

    My Map:

    o It doesnt look as good on those pics, its darker with more contrast to it ingame on the newer version.
    o Im gonna remove a few crates to reduce poly count

    <!--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--> The rooms with rock are to flat, make it more rugged like mineshaft.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    o This is nothing like mine shaft. Its combat for one thing. This room has been cut out of the rock, thats why its so smooth.
    For now thou im gonna press on. Ive finish the hives basic layout, iritatingly angled and shaped that it is and am about to do a w_poly count then im passing it onto 404 for detail and lighting.

    Right now im more conserned with getting the map done with a fairly decent design.

    <!--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-->AUX recoup
    Im surprised at how much people can get done so quickly.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    o Took me the a good part of half a day after work to built the basics of m-start.
    404NotFound finished it of by smoothing it out and adding detail on the second day. Just did the hive last night and as ive said earlyer im passing it onto 404 for finishing.

    o Just need an under water passage and 3 coridors/tunnels leading between hive and m-start.

    a. Right tunnel: Leads to the Right side of the hive and will be partially flooded with one other passage leading off to a lift shaft up to the surface.
    On the surface their will be the ship the marines landed in standing on a platform at the base of a deep revein/pit.
    To stop aliens flying too high ill have a few automated turrets at the top to shoot em down if they try to fly out.
    Across from the lift shaft will be a cave(air vent) leading down to the hive.

    b. Left Tunnel: Another tunnel connecting between MS and H. This will have caved in and flooded mine shafts leading off. One shaft will be flooded but will be open to swim down into the underground tunnel between MS and H. After this point the tunnel will lead on to the lower Left side of the hive.

    c. Centre Main Tunnel: Smooth and well suported this is the main entrance to the mine (main entrance doors ceiled off). This tunnel is capable of suporting heavy vehicles and mining equipment.
    And leads to both MS, H and off to the sleeping areas ect.. ( sleeping areas ceiled off for now untill ive finished of the map.)
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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--> turn white in yellow, put red in the dark places.
    the marines start is too open and skull leappers will make a mess like a oficial comap.

    u make marine start so green why not put blue or gren lights?

    in the last start screnshots u put so dark the ms.

    and the roof in the hallways with taht structure of green lights texture u have to re-think that area try othr texture maybe strim, strip i dunno.

    rock steel fellings is good but yellow, red or keep the blue light or green light could help.

    i dont see too much cover for aliens, maybe this cleaness make the map so high poly trip put some wall, lifts?
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    edited January 2005
    Starting NEW Post as this ones been spammed by som1 posting in the wrong thread???

    What, id rather not have som1 else's pics in the same post as mine,.... ...gets confusing.
    Hes posted about 19 pics cause he thought it was the "Post Your Screenshots" Thread
    Considering No of pages and that hes posted 3 times, im suprised he didnt notice sooner.
    No offence.


    <span style='color:red'>:- ADMINS FEEL FREE TO DELETE -:</span>
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Pash+Jan 18 2005, 04:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pash @ Jan 18 2005, 04:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Starting NEW Post as this ones been spammed by som1 postin gin the wrong post <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ... What?
  • Lt.RealnessLt.Realness Join Date: 2004-03-17 Member: 27379Members
    @carnage
    respect!! that looks awesome! the only thing I don't like are the signs on the walls. They look too much stargate like <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    the lights are okay by the way!
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin-brute force+Jan 18 2005, 06:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute force @ Jan 18 2005, 06:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Pash+Jan 18 2005, 04:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pash @ Jan 18 2005, 04:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Starting NEW Post as this ones been spammed by som1 postin gin the wrong post  <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    ... What? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Someone mistook this thread for the "post your pic" one, somehow. The previous page has been hijacked with pictures of an other map.
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    Im very sorry for that mistake i all ready contact the admin of the forum he should make some cleaning soon.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    You could've just edited your posts and removed the images and act as if nothing happend. :|
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    Could have but ive allready started a new post, which ive put all latest changes.
Sign In or Register to comment.