Some inspiration:
Relic25
Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
I debated whether or not this should go in off-topic or general discussion, but it seemed more appropriate for the people who will are mapping.
Take a look at some of the screenshots this Serious Sam mod has. The first group are mostly outdoor area, but if you keep hitting "next", you will get into some neat futuristic indoor sets.
The artwork section has some interesting design pictures as well, although one of the guns looks suspiciously like our heavy machine gun. (I really doubt it's an intentional copy - just happy coincidence).
<a href="http://www.livingsword.com/" target="_blank">http://www.livingsword.com/</a>
<!--EDIT|Relic25|Mar. 15 2002,16:59-->
Take a look at some of the screenshots this Serious Sam mod has. The first group are mostly outdoor area, but if you keep hitting "next", you will get into some neat futuristic indoor sets.
The artwork section has some interesting design pictures as well, although one of the guns looks suspiciously like our heavy machine gun. (I really doubt it's an intentional copy - just happy coincidence).
<a href="http://www.livingsword.com/" target="_blank">http://www.livingsword.com/</a>
<!--EDIT|Relic25|Mar. 15 2002,16:59-->
Comments
I'm definitely starting another NS map after Veil... Ideas are running wild at this point. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Thanks for the link, Relic.
And the Serious Sam engine actually looks good when its not used for generic desert after generic temple after generic desert after generic temple etc etc
Some of the most impressive work I've seen, in OR out of the mod scene.
<img src="http://www.natural-selection.org/iB_html/uploads/cgc-ingame_02.jpg" border="0">
<img src="http://www.natural-selection.org/iB_html/uploads/cgc-ingame_13.jpg" border="0">
<img src="http://www.natural-selection.org/iB_html/uploads/cgc-ingame_17.jpg" border="0">
<img src="http://www.natural-selection.org/iB_html/uploads/cgc-ingame_18.jpg" border="0">
<img src="http://www.natural-selection.org/iB_html/uploads/cgc-ingame_19.jpg" border="0">
<img src="http://www.natural-selection.org/iB_html/uploads/cgc-ingame_21.jpg" border="0">
<img src="http://www.natural-selection.org/iB_html/uploads/cgc-ingame_23.jpg" border="0">
<img src="http://www.natural-selection.org/iB_html/uploads/cgc-ingame_26.jpg" border="0">
<!--EDIT|Flayra|Mar. 15 2002,18:59-->
/is inspired
Not to mention how much bigger the maps could be, in total size and how much you can see at one time (not that big open areas are good for aliens... they aren't. A gliding level 3 could have some fun tho!<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> And purdy maps too.
Bob's wall walking would also be a sinch to code I imagine, since its already possible to walk on walls in Serious Sam using weird gravity.
Come on.. you know you want to <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> I actually tried pathetically to import the marine model into the serious modeler, but apparently Serious Sams idea of a ".mdl" is different than HL's. Oh well
-Jacius
[EDIT: those shots are tight, and you'll probably see some inspiration off of that in my map when its done. heh]
the only reason i can see that ppl dont build maps for hl that looks like that is...r_speeds, tex limit and textures... the textures are very very very good
### Here the reply I got from sending them an email.
Hi Kassinger,
the screenshots are taken from what will be a commercial game, not a modification. It started out that way, but things have changed <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Creating mods for the SS engine has definite advantages, not in the least the high quality of the engine and the open-ness of the SDK etc. will enable you to go a lot further than you'd might expect at first glance.
Take a look at <a href="http://www.croteam.com" target="_blank">http://www.croteam.com</a> and click through to the serious sam engine forum. Look under ShowCase and read LiquidMorphine's post(s). It will explain what we are trying to achieve more thoroughly and also has some more in-depth details about the process.
Cheers,
Erik 'PainBringer'
Engineer
I was inspired the other day by a picture of a city somewhere Eastern which was completely submerged in a dust cloud. Visibility was about 200 ft, and everything was tinted with a dark musty sand colour making it look extremely dark and industrial. I've noted down the effect of it and I intend to apply the same effect to a future level <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> (Not necesarrily for NS though)
/me cannot wait for the TF2 engine...
<!--EDIT|ken20banks|Mar. 26 2002,00:51-->