Ns:s Styled Map >>>lookie

aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
edited April 2005 in NS General Discussion
<a href='http://img165.echo.cx/img165/1687/test600058xu.jpg' target='_blank'>http://img165.echo.cx/img165/1687/test600058xu.jpg</a>
<a href='http://img165.echo.cx/img165/1708/test600069us.jpg' target='_blank'>http://img165.echo.cx/img165/1708/test600069us.jpg</a>

<!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->

EDIT: I just listed that 3rd link for the source, just to let everyone know i didn't pull them out of somewhere. But since it really doesn't matter, their in the hl2world mapping section.

Comments

  • Abaddon0Abaddon0 Join Date: 2003-05-09 Member: 16169Members, Constellation
    the 2 pics have the NS feel, but the link does not, no outside maps.
  • Mr_HeadcrabMr_Headcrab Squee&#33;~ Join Date: 2002-11-20 Member: 9392Members, Constellation
  • TwelveTwelve Join Date: 2005-01-17 Member: 36044Members
    Mmmmmm, skulks in the shadows. Can imagine a group of marines walking down that corridor with flashlights on...very nice.
  • obuhobuh Not Quite Smart at NS Join Date: 2003-03-31 Member: 15072Members, Constellation
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    Pretty bare to really be NS-styled in my mind. More Doom3 or an oil refinery.
  • TheJimTheJim Join Date: 2005-01-09 Member: 34080Members, Constellation
    I like the lighting but as Talesin said its a bit bare but its a good start for a source map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Talesin+Apr 26 2005, 04:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Apr 26 2005, 04:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Pretty bare to really be NS-styled in my mind. More Doom3 or an oil refinery. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Fine, I put you in charge of making the skulks wallwalking code work on those insanely elaborately architechted walls.
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    <!--QuoteBegin-Talesin+Apr 26 2005, 04:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Apr 26 2005, 04:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Pretty bare to really be NS-styled in my mind. More Doom3 or an oil refinery. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    From what I've noticed, all the maps that are actually PLAYED and ENJOYED are "bare" as you put it. Gameplay over "reality".
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    <!--QuoteBegin-tjosan+Apr 26 2005, 05:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tjosan @ Apr 26 2005, 05:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Talesin+Apr 26 2005, 04:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Apr 26 2005, 04:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Pretty bare to really be NS-styled in my mind. More Doom3 or an oil refinery. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    From what I've noticed, all the maps that are actually PLAYED and ENJOYED are "bare" as you put it. Gameplay over "reality". <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    People complained when mineshaft and agora were taken out. Both kinds of maps are appreciated.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    This map has too many rusty textures, the NS maps tend to look more clean for the most part.

    Also, no NS-ish lighting... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    Like subsectors new hive defence, in the form of the blinding green light of doom?! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Mendasp+Apr 26 2005, 06:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Apr 26 2005, 06:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This map has too many rusty textures, the NS maps tend to look more clean for the most part.

    Also, no NS-ish lighting... :p <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I challenge you to do better!

    <span style='font-size:4pt;line-height:100%'>just cause I would really like to see what you come up with anyways :P</span>
  • HellbillyHellbilly A whole title out of pity... Join Date: 2002-11-02 Member: 3931Members, NS1 Playtester, Constellation
    Looks good, kinda like a cross between Mineshaft and Angst.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Yeah, really nice feeling they've got going there. Who's the creator?
  • guchiguchi Join Date: 2005-03-27 Member: 46624Members
    edited April 2005
    ns:s is going to rule!

    someone should recreate some well known locations on the current ns maps...
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    <!--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-->Yeah, really nice feeling they've got going there. Who's the creator? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    "ooghijmiqtxxa" on the hl2world forums, i posted the source link but somebody bitched at me
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Reminds me of a Paroxysm map ReNo made, no idea if that got included in the final release of the mod though.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    No NS map has THAT much rust :/
  • ZavaroZavaro Tucson, Arizona Join Date: 2005-02-14 Member: 41174Members, Super Administrators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    architecture yes, textures no
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    edited April 2005
    500 wpoly scenes with next gen engines FTW!
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    <!--QuoteBegin-Align+Apr 26 2005, 12:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Apr 26 2005, 12:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No NS map has THAT much rust :/ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    not yet . . . .
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    <!--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-->500 wpoly scenes with next gen engines FTW! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    i don't get it
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    <!--QuoteBegin-Align+Apr 26 2005, 09:17 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Apr 26 2005, 09:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No NS map has THAT much rust :/ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well, what if it's a underground base which has been saturated with water and a heavilly malfunctioning nanogrid? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    I'd say it's about 55% to 75% of a NS feel... It needs ALOT more texture-based lights. (and as we all know HL2 uses primarilly the point-based "light" entity <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> GG valve)
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    is it possible to have textures that make actual light? (like normal lights you place in a map)
  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue
    Mineshaft anyone? Hehehe
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    edited April 2005
    <!--QuoteBegin-aeroripper+Apr 26 2005, 06:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (aeroripper @ Apr 26 2005, 06:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> is it possible to have textures that make actual light?  (like normal lights you place in a map) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    that's actually how most lighting is handled. You have a single entity that controls the color and brightness of each light emitting texture in your level, instead of an entity for every light point. (good thing too, since the entity limit is kinda low)

    besides, it always looks better for light to have a visible source in the game, instead of just shining from nowhere in particular
  • DrummerDrummer Join Date: 2004-02-18 Member: 26654Members
    <!--QuoteBegin-Sky+Apr 26 2005, 05:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sky @ Apr 26 2005, 05:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-tjosan+Apr 26 2005, 05:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tjosan @ Apr 26 2005, 05:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Talesin+Apr 26 2005, 04:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Apr 26 2005, 04:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Pretty bare to really be NS-styled in my mind. More Doom3 or an oil refinery. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    From what I've noticed, all the maps that are actually PLAYED and ENJOYED are "bare" as you put it. Gameplay over "reality". <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    People complained when mineshaft and agora were taken out. Both kinds of maps are appreciated. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    really? where?

    anyway, its a nice start.
  • WhiteKnellWhiteKnell Join Date: 2004-11-01 Member: 32577Members
    <!--QuoteBegin-Mendasp+Apr 26 2005, 06:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Apr 26 2005, 06:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, no NS-ish lighting... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yes, needs more rainbows.
  • echsechs Join Date: 2002-12-27 Member: 11568Members, Constellation
    All those pics need is a little mspaint lovage, place a skulk here, and an onos there, and an LMG instead of that pistol, and there you have it, an amost early glimpse into NS:S !
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--QuoteBegin-Mendasp+Apr 26 2005, 06:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Apr 26 2005, 06:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This map has too many rusty textures, the NS maps tend to look more clean for the most part.

    Also, no NS-ish lighting... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Not really. Most of the ones they've kept look clean but some others like Agora and Mineshaft I wouldn't describe as having clean styles.

    Considering NS takes inspiration from the Alien films and Starcraft amongst others, it's fair to say that the "truckers in space" motif is perfectly acceptible for NS mapping.

    The main thing I think about when mapping for NS is the theme of the map. There can be clean areas for show and areas inhabited by the sorts of greasy engineer types who care more about how something works than how it looks.

    I think it's potentially dangerous to start mapping for future instances of NS without decent information that will affect the gameplay requisites of the map. By this I mean that the mapping community would be much more prepared to start mapping for the future with some idea of the limits that will be imposed upon them.

    Without an early build of the game we won't have onformation on what demographic the NS team are targeting (average system specs, gameplay type, etc.) which will answer the following questions:

    How many entities can we use?
    Which entities are troublesome in-game?
    Will there be new entities?
    What wpolys and epoly limitations are there?
    Will there be alterations to either team in terms of mobility (player speed, size, mode of transport, structure-based transport such as PG/beacon/MC, etc.); weapons (flamethrower anyone?); etc.#

    and much, much more.

    If I were making an NS map for future play I'd be working on the general style and layout without going too much into specifics. Working on simple brushwork to begin with would give you the scope to add the detail once you have an idea of the next gen NS' limitations (and possibilities).
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