Ns_industry

DictatorDictator Join Date: 2004-02-02 Member: 26005Members
<div class="IPBDescription">TSA factory complex</div> Industry Way
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  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
    edited January 2005
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
    edited January 2005
    erm....I dont know how to post multiple pics in one 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-->
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    it looks seriusly NS'ish
    the second pictures lightning coud use some work
    but overal, it looks good
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    A nice dark industrial theme going. I feel you have used too many crates, and you are working the textures really well. It also looks as if you can squeeze some extra wall detail in, because they're quite flat at the moment and your poly limit should allow it. Some nice monochromatic lighting with the use of lightspots could go down well in Manufacturing, and I love that industrial crap being thrown out in the last picture, make it poisonous <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    good looking so far, the fog in the last pic might kill some video cards though.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    how did you do that fog?

    I am DYING to do something similar to that in my one room, but I can't figure it out <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited January 2005
    <!--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--> bullet head are 2 types sprite ones and the ns particle systen.
    dictator u must use the image shack and paste the link with the tag [ img ] myimage[ / img ]
    image shack is free and u dont need register ^^
    <a href='http://www.imageshack.us/' target='_blank'>http://www.imageshack.us/</a>
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
    Yeah I used sprites (haze) for the fumes outside. I'm thinking of having the fumes in every outdoor part to have a polluted feel to the map. As for Manufacturing, I've only done the basic architecture of it and I will add vents, ducts, and maybe skylights next. I don't really like the hera ceiling but I have yet to find a better texture for it.

    Thanks for the comments! I'll do new parts of the map as soon as I add details and try to lower compile times.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    can you show me the .rmf of that? I'm unsure what you mean by using sprites for the haze <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    its a sprite called haze.spr using env_sprite entity.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    Its kinda...boring.

    Stuff more crap in there. More dark hallways with monitors glowing!
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
    I will...I'm trying to have the dark, gritty atmosphere to be consistent in my map, but I don't want it too dark, because that would be bad for gameplay, especially for aliens.
  • Vader6Vader6 Join Date: 2004-11-07 Member: 32684Members
    I like the last pic, it actually has a starcraft feeling to it.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    i would think the pollution effect would look good if you had clouds of pollution in the sky that moved across the sky (like the old ns_tanith outside where the forcefields with the clouds) and have a kind of bog of pollution near to the ground that was only about up to your waist.

    but of course that would take alot of entities to make, and have a bad hit in performance on older machines.
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
    I'm saving the "near to ground bog-like" stuff for another place that I would make that would be like a chemical disposal area where some dense chemicals leaked out and stayed near the floor (like the effect when you pour water on dry ice).
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    How did you set up the haze sprite? How many did you use per x units?
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
    I put the haze sprites randomly. I keep them towards the middle because if they are too near the ground or some walls, they make a distinctive line on it and looks really bad. The sprites are addictives set at fx amount 100, and scale of 3.

    On a different matter, Manufacturing has been updated and is now know as Cargo Transfer, with more screens and a crane (which nearly triples compile time <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo--> but I'm working on a less complicated crane to replace it).
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
    The crane is more visible in this shot:
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    well whaddayaknow. another style from the basic NS textures. i never get tired of seeing that.

    That room with the two doors and the haze and the open sky.. it's great, however, you need to put something in there to plausably disallow skulks/lerks/fades/jps to just fly out of there. otherwise fantastic. and in the last two pics, those are really great.

    but i'm curious as to why your compile time would tripple. i'll assume that your vis compile trippled. if that's the case you can func_wall that crane. vis will ignor it and you won't even have to toggle it to be opaque. it's too dark up there anyway. looking real nice. i hope you continue this and end up with a shmashing new NS map.
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
    edited January 2005
    Yeah I know its weird...before the crane was added the leafthread was around 10-12 mins but after it was added it jumped up to 40 mins. Meh doesn't matter I've removed it anyways.

    A corridor leading out of 2nd floor of Cargo Transfer:
  • dlstriderlbdlstriderlb Join Date: 2005-01-11 Member: 34817Members
    Last pic(first page) reminds me Silent Hill atmosphere <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> Looks really nice. Good job. Looking forward to rest <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-GiGaBiTe+Jan 31 2005, 06:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Jan 31 2005, 06:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i would think the pollution effect would look good if you had clouds of pollution in the sky that moved across the sky (like the old ns_tanith outside where the forcefields with the clouds) and have a kind of bog of pollution near to the ground that was only about up to your waist.

    but of course that would take alot of entities to make, and have a bad hit in performance on older machines. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Didn't that fog effect lag though? I thought that was why it was removed.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    i believe it was removed because it is an OGL only entity. Doesn't show up in DX.
  • ZephorZephor Join Date: 2002-12-25 Member: 11547Members, Constellation
    Got a map layout pic? :o
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
    I've finally got an update on the map:

    Conservatory Hive:
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    pance /= creamed

    pance = hole blown thru
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Horrible over-tiled nos_ texture straight ahead in that hive! I like the texturing style alot, it works well. Just you need some wall shape variation, finer details and more contrasting lighting (especially in that hive...lighting is a must be good!). Coming along well, for now, my pants are dry though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
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