Co_kurt

JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
<div class="IPBDescription">.. Cobain!</div> <img src='http://jezpuh.shatteredminds.net/co_kurt11.jpg' border='0' alt='user posted image' />
<img src='http://jezpuh.shatteredminds.net/co_kurt12.jpg' border='0' alt='user posted image' />
<img src='http://jezpuh.shatteredminds.net/co_kurt13.jpg' border='0' alt='user posted image' />
<img src='http://jezpuh.shatteredminds.net/co_kurt14.jpg' border='0' alt='user posted image' />

I'm about 10% done now or something, I've done the MS and a small corridor/room.

Weee :O
«1

Comments

  • AfrAfr Join Date: 2003-05-13 Member: 16240Members, Reinforced - Shadow
    Looking good Jezpuh.

    I really like the texturing and lightning and also the clean architecture.
  • eXo1eXo1 Join Date: 2005-01-10 Member: 34461Members
    looks good so far <!--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 it up.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    kewlio <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Looks similar to co_ something or other (the one with Water Containment) in it's texture style so far <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    That's a huge improvement in the lighting department. GJ.
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    Nice. Love the ceiling on the third picture.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    JezPuh, is there any chance you could show me how you get some of those lighting effects? I've never been able to get spotlights tied to texlights to look quite right... they always look... well... out of plae
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    I've done some more work. I'm not too keen on the crate texture in the last room. Hell, I don't even like the room that much. I might re-do it.

    <img src='http://jezpuh.shatteredminds.net/kurt/co_kurt15.jpg' border='0' alt='user posted image' />
    <img src='http://jezpuh.shatteredminds.net/kurt/co_kurt16.jpg' border='0' alt='user posted image' />
    <img src='http://jezpuh.shatteredminds.net/kurt/co_kurt18.jpg' border='0' alt='user posted image' />
    <img src='http://jezpuh.shatteredminds.net/kurt/co_kurt19.jpg' border='0' alt='user posted image' />
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    i love the monitor in the last picture, the one folded into the wall, nice one

    Allso, the map looks overal nice, can't you make somthing crappy so we can tell you you suck?
  • eXo1eXo1 Join Date: 2005-01-10 Member: 34461Members
    dude keep it up! so far so good. nothing other to say <!--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-->
  • the_bERtthe_bERt Join Date: 2004-06-21 Member: 29436Members
    It looks good but you might change the style of the lamps on the ceiling on this pic: <a href='http://jezpuh.shatteredminds.net/co_kurt14.jpg' target='_blank'>http://jezpuh.shatteredminds.net/co_kurt14.jpg</a>
    I have nothing else to critisise <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    personally I like the third shot, nice ceiling.
    but... is it just me or does the overlays look kinda weird? like wrong rendermode and bad texture placement for example... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Lt Gravity+Jan 21 2005, 09:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Jan 21 2005, 09:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> personally I like the third shot, nice ceiling.
    but... is it just me or does the overlays look kinda weird? like wrong rendermode and bad texture placement for example... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Looks like they are slightly mis-aligned (looking at the red overlay on the stair screenshot) and set to too high a render value. Between 130 and 180 seems about correct to me.
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    I like the brushwork in the MS, its complex without looking too high poly.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin-Lt Gravity+Jan 21 2005, 10:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Jan 21 2005, 10:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> personally I like the third shot, nice ceiling.
    but... is it just me or does the overlays look kinda weird? like wrong rendermode and bad texture placement for example... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'm just using the overlay textures. Because using the original texture had black all around it too, so I figured what the hell.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> nice lightining.
    <!--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--> great ceiling.
    the floor look plain also look good.
    rooms names?
    history?
    texture names?
    you made some texture?
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    I'm thinking of adding the room names later on. But I could also leave them blank. You know, just not naming them. Some co_ maps have that, right? Maybe I'll simple only name the MS and the hive.

    As for the texures, they're mostly from ns2.wad. Some are from ns.wad, but you hardly notice it as I only used small parts of it.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    <!--QuoteBegin-Jezpuh+Jan 21 2005, 09:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jezpuh @ Jan 21 2005, 09:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm thinking of adding the room names later on. But I could also leave them blank. You know, just not naming them. Some co_ maps have that, right? Maybe I'll simple only name the MS and the hive. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No location names are ok on tiny maps. Like on faceoff there's basically left side, right side and cc on the marine side, and upper, lower, and hive on the alien side. Calling these places 'nanite monkey regulation' would only confuse people. But then huge, twisty co maps do need names, otherwise you end up yelling 'aliens incoming from... that place, with the big metal thingy... and the stuff'. Just naming important choke points should take care of everything.
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    i like location names
    it allso helps when trying to find bugs, beacouse yelling
    "OMG! I GET ATUKZ0rS AT TAATH VENT!! OLO" insted of "im geting stuck in the vent at the smelly room" kinda smells
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin-Grizzly+Jan 21 2005, 10:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grizzly @ Jan 21 2005, 10:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i like location names
    it allso helps when trying to find bugs, beacouse yelling
    "OMG! I GET ATUKZ0rS AT TAATH VENT!! OLO" insted of "im geting stuck in the vent at the smelly room" kinda smells <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    There's no way I'm going to put in location names just for that, grizzly <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> I think I'll just go with what Bob said. Giving the chokepoints simple names such as "Left side of the MS" etc.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <img src='http://jezpuh.shatteredminds.net/co_kurt20.jpg' border='0' alt='user posted image' />

    <+Jezpuh> 5 MINUTE MAPPAR
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    kewel

    JezPuh, would you be up for writing a quick explanation how to make maps look tasty without doing stupid stuff in em?
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Only two crits:

    - The 2 out of place blue crate textures on the wall in one pic

    - The 2D rail in another (make it 3D)

    Other than that it has a nice, clean futuristic and deserted feel, something I pretty much go for in my maps.
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
    Looks nice. I've always liked clean,cold feel maps rather than the usual industrial-ish maps.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    damn thats a good looking map, i havnt been this wowed since ns_bast for ns 1.0
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    Gigabyte, let's do a bast remake project <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • PheusPheus Join Date: 2003-01-30 Member: 12924Members
    Pretty sexy so far.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    Looking great!
    Try to make a NS map with the same theme and with small and large rooms! We need more good (official)NS-maps
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    <!--QuoteBegin-BulletHead+Jan 23 2005, 02:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Jan 23 2005, 02:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Gigabyte, let's do a bast remake project <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    you gotta be kidding me...

    i sat at my computer for DAYS converting the old bast into something playable, and as far as i got was from atmospheric processing to the airlock to the engine hive...
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--QuoteBegin-GiGaBiTe+Jan 25 2005, 04:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Jan 25 2005, 04:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-BulletHead+Jan 23 2005, 02:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Jan 23 2005, 02:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Gigabyte, let's do a bast remake project <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    you gotta be kidding me...

    i sat at my computer for DAYS converting the old bast into something playable, and as far as i got was from atmospheric processing to the airlock to the engine hive... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> offtopic not allowed, please use pm or email or make your own topic.
    doesn't do a remake because mendasp work is better and you will made mendasp unhappy.
    i wanna see what mendasp did in the new version of bast instead of see fans remake of a unbalance map, i like too much the new bast res node balance but the new shape still ugly i think is because they balance the interconections and are UNDER BUILDING or under construction.
  • FurbyFurby Join Date: 2005-01-21 Member: 36565Members
    mooi hoor jezpuh <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
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