Ns_frigid

MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow Posts: 3,566 mod
edited June 2005 in Mapping Forum
yeah.. I should change the name...
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These screens are from the left hive.

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-/AUS/- PS_Mouse
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Comments

  • ChookzChookz Join Date: 2003-09-13 Member: 20814Members, Constellation Posts: 15
    biggrin-fix.gif~

    Can't wait mouse, I reckon it's going to be awesome.

    Call it ns_underground or something similar.
    NS: Chookz
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members Posts: 1,594
    "supershrunk me"? looking great but the layout suggests a pretty small map.

    maybe you could say some words regardign the background so we dont have to guess whats up in this map wink-fix.gif

    IPB Image
    Give custom maps a chance!
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation Posts: 651
    Woah, the screens look good... but the layout? Isn't that very very small?
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  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond Posts: 1,452 Advanced user
    Is that a pit that kills you I see in those screenies? If so isn't that going to severely reduce the fade's usefulness against jetpacks in that hive?
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members Posts: 6,411 Fully active user
    Reminiscent of mineshaft methinx. Good job Mouse.
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  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow Posts: 3,566 mod
    edited June 2005
    @Naigel
    Yes and no, it's roughly about 60% of the size of hydrosity. That layout was done in Hammer, the thin corridors are 128 units wide, the wider corridors are 192 units. While this is just a preliminary layout (there are no additional rooms shown), the map will only noticably increase in size if it's shown to be unbalancing.

    @Olmy
    Yeah, the pit will kill you if you fall in it; although the areas where you can 'easily' fall are limited. Additionally, thanks to the supports, if a jetpacker wants to be continuously attacking the hive, they have a pretty small airspace.

    @Depot
    Less than half of the map occurs below ground, the rest is in an overhead facility.
    -/AUS/- PS_Mouse
  • nogoodnicknamenogoodnickname Join Date: 2005-03-23 Member: 46172Members Posts: 480
    cool
    real nick: RNG
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members Posts: 10,501
    Godspeed good Mousey
    May your latest map rock hard
    And be official
    QUOTE (MOOtant @ Sep 21 2012, 11:06 AM) »
    What is wrong with being a racist?

  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver Posts: 4,371 mod
    Frigid eh? Where omega bulkhead breach containment?

    /me searches though his old archives to find the original ns_frigid.

    --Scythe--
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    "Show me an operation that is running smoothly and I'll show you someone who's covering up mistakes. Real boats rock." - Frank Herbert
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  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow Posts: 3,566 mod
    QUOTE (Scythe @ Jun 12 2005, 12:04 PM)
    Frigid eh? Where omega bulkhead breach containment

    that was attrition.
    -/AUS/- PS_Mouse
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
    Good to see that you managed to incorporate that section into ns_frankenstein tounge.gif
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members Posts: 476
    That map looks very sweet indeed. If it dosen't have ns_huge syndrome i think i know some ppl who would love to pt it.
    claxt for the win...
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow Posts: 3,566 mod
    It's about 60% of the size of ns_hydrosity.
    -/AUS/- PS_Mouse
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members Posts: 195
    Looks very nice smile-fix.gif

    But the rock texture, what it name ? I search it but I don't find... tounge.gif
    Punching Gorges in the face since 2002. --Gorge Clooney in game
  • 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 Posts: 4,219 Advanced user
    The architecture and texturing look pretty good. (although that hive could use some infestation and you have some pretty squarish rocks.) But I really think you could do something more interesting with the lighting. Personally, I think I would eliminate the railing lights and put overhead spotlights or textlights pointing at the walkways with a yellowish color, then have some diffuse blue, red, or orange lights curving over the rocks.

    If you want to keep the current walkway lights, I'd suggest making the railing cast a shadow, or using some other method of making the lights more localized, and then adding another diffuse color curving over the rocks. Maybe a blue or some such, something that compliments orange well.
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester Posts: 586 Advanced user
    It does look nice but so much open space would it be hard for skulks, no hiding spots i see smile-fix.gif try to make some of thouse rooms smaller. Add some sort of lamps.
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  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow Posts: 3,566 mod
    @Skacky
    wall_rock01 ns2.wad

    @moultano
    I'm not too sure what I'll do as far as the infestation is concerned, unless I have a hard line between the infestation and the rocks, I can't think of any easy way to have them next to each other. I'll probably come back to it when I finish the map.
    Barring some random soft light over the rocks, I doubt I'll be changing the lighting much if at all. I'm quite fond of the 'dull' look the current lighting gives the room.
    As for the squarish rocks, the main reason for those is so the r_speeds don't get too high, as there are no visblocks within the hive itself, I have to be careful about what I put in it. As it stands I'm thinking of converting the pylons into models.

    @Carnage
    Actually the hive isn't very open at all; between the pylons and the underside of the walkway, skulks have plenty of hiding spots
    -/AUS/- PS_Mouse
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow Posts: 2,875 Advanced user
    That hive needs some serious infestation, and I'm not talking a little sad pile in some corner.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow Posts: 3,566 mod
    edited July 2005
    And here's the transition from lower to upper.

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    [EDIT] two more because the #nsmapping nubs are impossible to please

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    Post edited by Unknown User on
    -/AUS/- PS_Mouse
  • vOlumevOlume Join Date: 2004-09-19 Member: 31796Members Posts: 13
    Very nice mouse.
  • HPAGHPAG Join Date: 2005-05-18 Member: 51889Members Posts: 6
    Looks good. If only knock back was still around you could knock each other off etc.
  • pulsarpulsar Join Date: 2005-04-10 Member: 48033Members, Constellation Posts: 85 Fully active user
    i like this map

    Pulsar
    image
    Pulsar132 ingame
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation Posts: 651
    That looks very neat, keep it going!
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  • SuperbeastSuperbeast Join Date: 2002-12-18 Member: 11099Members, Constellation Posts: 14
    Looking good mouse, looking forward to helping you pt it wink-fix.gif
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  • 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 Posts: 4,219 Advanced user
    I think you should think about reshaping the cross sectional shape of those hallways, or putting details recessed into the walls. At the moment they look too twisty to be practical as simple access hallways, but too plain to have their curviness dictated by some other structural element.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow Posts: 1,590 Fully active user
    WAY too much blue there mouse. Change it up a bit.
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation Posts: 1,018
    not sure whether using models for the pylons will be viable, remember that skulks don't stick to models (iirc) and the lighting will be totally different on the models than it would be if it were a part of the map.

    regardless, i will knock something up for you to test it out.
    IPB Image g0t constie?
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
    Yeah but you can surround the model with a func_wall. TBH I don't think it's a problem, but I wouldn't mind a trim on the floor grating. It might be nice to make a texlight at either side, add a bit more feeling to it without comprimising the overall brightness.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow Posts: 3,566 mod
    For some random trivia, all the lighting thusfar has been done purely with point lights; no light_spots, no texture lights.
    -/AUS/- PS_Mouse
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation Posts: 6,132
    QUOTE (Kaine @ Jun 20 2005, 11:12 PM)
    not sure whether using models for the pylons will be viable, remember that skulks don't stick to models (iirc) and the lighting will be totally different on the models than it would be if it were a part of the map.

    regardless, i will knock something up for you to test it out.

    Thats where clip brushes come in smile-fix.gif
    blah blah blah
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