Co_amenability

N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
edited April 2005 in Mapping Forum
<div class="IPBDescription">Another map? Sure. But it's getting done</div> Alright! You know me, the nefarious Recoup making another nefarious map that raises conspiracy theories, questions, and causes divorce widespread across the Natural Selection Community.

HOWEVER! I am working in conjunction with Deadite Grunt, a friend of mine (though he is off the radar most of the time) who worked previously on the Adia Recreation Modification, which is now on hold since we cant find a texture artist. Bah!

Well regardless, let me show you exactly what we have done thus far.

This first picture is marine start, in all of it's glory.

<img src='http://img13.imagevenue.com/loc209/305_preview1.jpg' border='0' alt='user posted image' />

This second picture connects marine start to another room that leads into the third picture. This, other room, is not yet completed.

<a href='http://www.imageshack.us' target='_blank'><img src='http://img104.echo.cx/img104/393/preview30mc.jpg' border='0' alt='user posted image' /></a>

This last picture is the third room I mentioned, and I'm not entirely sure where I will have it lead to after I am completed with it. It still has work to be done with it, but I'm sure that work will be finished soon.

<a href='http://www.imageshack.us' target='_blank'><img src='http://img252.echo.cx/img252/6784/preview27vp.jpg' border='0' alt='user posted image' /></a>
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Comments

  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    Nice touch with that paper on the desk <!--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-->, but maybe it could be a bit brighter, like a light_spot pointing at the CC and something like a desk lamp in the other room? LUX GUD THO.
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    That's new, computer screens at foot height <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • nogoodnicknamenogoodnickname Join Date: 2005-03-23 Member: 46172Members
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--QuoteBegin-Naigel+Apr 25 2005, 03:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Naigel @ Apr 25 2005, 03:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That's new, computer screens at foot height <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    On space stations, you don't waste space.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin-TychoCelchuuu+Apr 25 2005, 12:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TychoCelchuuu @ Apr 25 2005, 12:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Naigel+Apr 25 2005, 03:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Naigel @ Apr 25 2005, 03:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That's new, computer screens at foot height <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    On space stations, you don't waste space. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yet you waste space with skylights? Anyway, it looks pretty good, although there are some texturing issues (especially with the pillars and the glass). It might be a bit cramped in the 'third' picture, but i'm not sure. Also maybe could you increase your -gamma? Even just a little, i think the map would look alot better if the lighting was a bit more contrasted and there were darker shades. (Increase env_gamma if you must to compensate <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->).
  • 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-->
    skylight isnt a waste, because you save your power cells.
    you dont waste power, lightining up the room.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-carioca+Apr 25 2005, 07:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ Apr 25 2005, 07:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->
    skylight isnt a waste, because you save your power cells.
    you dont waste power, lightining up the room. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Depends on where it's situated. If it's a spaceship, chances are there isn't going to be much light coming in unless you're (dangerously) close to a star. If it's a spacestation, it can't be day all the time, can it?

    Anyway, that's some nice work Recub. Now eat your food once you've finished your guitar lessons. <!--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-->
  • nogoodnicknamenogoodnickname Join Date: 2005-03-23 Member: 46172Members
    that third picture room looks kinda easy for skulks
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin-nogoodnickname+Apr 25 2005, 07:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (nogoodnickname @ Apr 25 2005, 07:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> that third picture room looks kinda <b>AWESOME</b> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Fixed.


    But do work on the texture alignment, it really distracts when its completely out of order on such a large object.
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    The second screenshot doesn't show up for me, by the way. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    Yeah it doesn't show up for me either. Let me use Image Shack to host it, because it worked for the third.

    And what guitar lessons, brute force? And who is Recub?

    Anyhow, I'll jack the gamma up to 1.5, since Belg said it would look very nice with such a tone.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    yeah. don't forget pics need to be adjusted to show that gamma. I think that third pic looks <i>great</i> though. *Maybe* a tad more light, but the subdued feeling is very good, and not present in maps to the point where I'd like it to be. I think it's great. The hallway looks real good too. The styling is consistant, and quite pleasing. Keep working with it. It's gonna be a winner if you can get a nice layout.
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    Sorry Belg that I don't know how to ajust the gamma, but the level does look brighter and very nice now. New updates!

    <a href='http://www.imageshack.us' target='_blank'><img src='http://img69.echo.cx/img69/2734/preview44dt.jpg' border='0' alt='user posted image' /></a>

    <a href='http://www.imageshack.us' target='_blank'><img src='http://img69.echo.cx/img69/7784/preview58fg.jpg' border='0' alt='user posted image' /></a>
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    In the last pic there, the way the glass texture meets seems very wrong. maybe add a beam goin across seperating the glass so it'll not look so bad._
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    I'd like to keep the glass together, so I suppose I'll realign the textures so that they match up. Good point though, I was wondering if someone would notice. <!--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-->
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    use a differenttype of glass... else it'd look weird having stripes with glass pains against panes
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-N Recoup+Apr 25 2005, 11:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (N Recoup @ Apr 25 2005, 11:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And what guitar lessons, brute force? And who is Recub? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It's a Nexus thing. He wrote a story about you <!--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-->
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    AAAAaaaaahh the crates are after me!!!

    <!--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 nice. doesnt look as dead as some other maps.

    work FASTER <!--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-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2005
    Hmm k enough about the look of it all, since everything which can be said has been said... On with the gameplay element:

    How is the onos movement in the 3rd picture 1st post? Keep this big space cow in mind, I made the mistake once of only walking arround as a marine or skulk. To come to the conclusion that the onos just didn't have enough room to manouvre.
    Kept getting stuck on small things like 2 boxes which look like I could get trough there, only to not being able to move forward. --> Example of the 2nd screenshot you posted, the boxes in the back.

    Just a thing to keep in mind <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->


    Oh I like it btw the architecture is cool, the texturing could use some very minor fixing and the lighting could use spots and shadows. I like shadows!!!
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    As always Kouji, your input is normally the most valued (since you taught me most of the things I know. <!--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--> ).

    I'll have to see about Shadows, but I will however move some of the boxes so its large enough for an Onos to run amok in the facility. Good call, I didn't really think about 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-->
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    edited April 2005
    Alright, I'm back with the update for these rooms.

    The three I'm going to list below are "done" I should say. Besides minor touches, they could be thrown into the game with no possible problems. They are marine start (obviously) and the three below:

    <a href='http://www.imageshack.us' target='_blank'><img src='http://img133.echo.cx/img133/6417/cd10id.jpg' border='0' alt='user posted image' /></a>

    <a href='http://www.imageshack.us' target='_blank'><img src='http://img133.echo.cx/img133/3479/cd21zy.jpg' border='0' alt='user posted image' /></a>

    <a href='http://www.imageshack.us' target='_blank'><img src='http://img133.echo.cx/img133/6493/cd34tv.jpg' border='0' alt='user posted image' /></a>

    <span style='font-size:12pt;line-height:100%'>And now</span> Is the new room that will become an extended hallway to link up with another side of the map. Its not done yet, but with your help and suggestions, I can get it to that point. I will <span style='font-size:12pt;line-height:100%'>probably</span> change the blue computer panels over on the wall however. Please welcome:

    <a href='http://www.imageshack.us' target='_blank'><img src='http://img133.echo.cx/img133/8643/cd47fu.jpg' border='0' alt='user posted image' /></a>
  • nogoodnicknamenogoodnickname Join Date: 2005-03-23 Member: 46172Members
    edited April 2005
    <!--QuoteBegin-Align+Apr 25 2005, 02:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Apr 25 2005, 02:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-nogoodnickname+Apr 25 2005, 07:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (nogoodnickname @ Apr 25 2005, 07:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> that third picture room looks kinda <b>AWESOME</b> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Fixed.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    are you serious?
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    I do believe he is, otherwise he probably wouldn't have made the post...
  • desslochdessloch Join Date: 2005-04-28 Member: 50383Members
    This is Recoups co-work on the map 'deadite' and i'd just like to say...after clearing it with him...i wanted to post some screenies of the ready room when it's done. it's quite unique if you ask me, and I thought i'd grab some feedback.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    this red light seems to come from nowhere. the only screenshot were you can make out the source of it is the last one.

    I like the lighting though. its not that "SUPER STYLE!" used on other maps but simple and clear. looks much more realistic if you ask me. only thing: I dont like crates. the always looking cheep. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    edited April 2005
    They give skulks the chance not to get mauled by marines, but if it really bothers a lot of people then I'll remove them.

    The red lighting in most of the rooms comes from the sunroof and glass windows, with "light_environment" entity there to back up the color coming from the windows.

    EDIT: I'll put you guys to the challenge. Find something to spice up this here floor other than crates, and I'll impliment it if I feel like it really contributes. =)

    <a href='http://www.imageshack.us' target='_blank'><img src='http://img135.echo.cx/img135/7308/preview60nn.jpg' border='0' alt='user posted image' /></a>
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2005
    If you have light_spot's underneath those white lights near the ceiling. Make them brighter to get more variation in the lighting pattern. The version without the boxes doesn't have that cheap fix for cover to it, but now it also have the empty feeling to it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    I would go for some grating in the floor with pipes behind it perhaps with some lights, just to break up the floor architecture. And maybe add a computer console/desk in the middle of the room, to have something for our friendly neighbourhood skulks to hide behind in stead of the boxes...
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    How about barrels? Or a powerloader?

    Maybe an Emergency Medical Hologram ala Voyager?
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    I like the idea of barrels, since the room will have a lot of pipes in it. I'll see about dilly-dallying with the floor for a bit, and make imprints or such in it.
  • desslochdessloch Join Date: 2005-04-28 Member: 50383Members
    that's the readyroom gantry so far. i need some idea's to make it stand out more (the windows will be translucent and show a martian surface) any takes?
    <img src='http://i5.photobucket.com/albums/y163/stizzan/readyroom_overview_2.jpg' border='0' alt='user posted image' />
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