Ns_stark Preview

jaMzjaMz Join Date: 2002-11-10 Member: 7996Members
edited November 2002 in Mapping Forum
<div class="IPBDescription">'strong' in german is teh 'stark'...</div> got a new map in progress, well, i'm taking my time planning the perfect layout for it, so it'd be very well detailed, not laggy, be futura-realistic as possible (with good ps effects), lots of strategic pathways, random map occurances and an efficient commander view. well, that's a lot to expect, but i'm taking my time to do it, and with that, i know i'll succeed...

i've only finished the readyroom so far, but it seems like it'll take some time to jump from mapping the readyroom to the main battlegrounds..

btw, can you guys send me some of your suggestions for this map of mine (space station / ship). i'd greatly appreciate comments, ideas, level architecture concepts, environment atmosphere concepts, or just anything! thanks!!!!

so here's some screenshots of teh upcommin' ns_stark:

readyroom #1

Comments

  • jaMzjaMz Join Date: 2002-11-10 Member: 7996Members
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    Well done! Looks good <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    Have you thought about what kind of setting it will be? Ship, station, plant?
  • jaMzjaMz Join Date: 2002-11-10 Member: 7996Members
    yea i thought of that, the sky texture would be that found in nstr that i think is called 3dmspace (did i get it right?) yeap it'll be a kind of ship, i'm really workin now of the map layout, i don't want to just get on hammer editor and map away (i do that to get new level designs.. hehe)

    but here's what i really want to happen ingame.. that the game domination doesn't only exist in the number of territories a team controls and defends, i'd really want it to be flexible (somewhat like ns_eclipse), inwhich with player-map interactions, a territorially losing team would regain the reign by [for example] closing certain gates/doors/hatches/pathways that can lessen the accessible entrances to areas.. well, sh*t like that <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    I think both doors to marine and alien need more attention, they look alittle boring from that screen. As for the readyroom itself, it looks very exciting and individual. Can't wait to see more screens.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    I think the second shot is amazing. It's like taking a cloning facilities room from Science and Industry and sending it into the future. The first shot could use a few tweaks, though. First off, I usually like a shade of green light to be associated with the aliens, but I think it conflicts with the blue ambient light in this case. Secondly, although I do like the idea of having a glass ceiling looking out into space, I think it's too flat. It'd look cooler if it was curved up a little bit in the middle.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    i agree with Rhoads. And imho those colours don't match all that well, is that the bast logo btw? Also make sure other people can't block those stasis cells' (or whatever you want to call them s:p) doors. Place a func_push in front of them if you have to
  • jaMzjaMz Join Date: 2002-11-10 Member: 7996Members
    hehe.. no those statis cells (or whatever) have func_trigger on both sides, and anyway, those open downwards, they aren't rotatin' cuz it'd be like hell to get outta there.. hehe..

    hmmm... if you think about it... yea the ceilings look a bit boring no? i'l tweak that in a day or two... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    uhm, no that isn't the logo from ns_bast, made taht myself.. hihi.. to match the other existing ns textures so that it the map would be in the right mood for NS...

    NS ROXORS!!!

    well, i made some blue prints already! i've made around 7 specific map locations so far.. i think i'll make 1 or 2 more.. but i dont' want to get the map all maze like and stuff.. lol

    1. lobby room (every ship's gotta have one)
    2. control hq (marine spawn pt)
    3. docking bay
    4. storage facility
    5. cybernetics engine (alien hive)
    6. ventilation system (alien hive)
    7. bio-ex-t lab (alien hive)

    i haven't made anything about the corridors and pathways yet, but i've got plans.. well.. the blueprints look nice and wouldn't plobably cause wpoly above 600 (hopefully)... and the blueprints aren't always followed to the end.. hehe i'll go map now!

    more comments and suggestions pls!
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    Lookz sexcellent!

    I'm gonna nitpick and say:

    It appears there's an open door in front of the Marine join... but there's no doorjam! It just looks like the door is... well, not part of the wall, its just a brush. Throw in a doorjam for me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • jaMzjaMz Join Date: 2002-11-10 Member: 7996Members
    hehehe joo got taht right my friend! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    door jam commin' up <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
  • jaMzjaMz Join Date: 2002-11-10 Member: 7996Members
    or... nah.. it isn't possible to make the door slide open.. it'l affect the other team joins. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    edited November 2002
    Door doesn't need to move. Just needs to look more like a door and less like a chunk of wall clashing against the other wall's texture. Two or three brushes aughta do it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    [edit] Hehehe... although it would be neat if the door moved... just make a trigger_once a good distance from the door, so it opens when the first person goes to enter, and stays open. And set the door so it doesn't close automatically.
  • jaMzjaMz Join Date: 2002-11-10 Member: 7996Members
    hmm.. but doesn't trigger_once only do it exactly once in a game? it would then be only restarted when the map is loaded again.. am i right? hehe i know i tried this trigger once before, and it did that... hmmm... but i tried it in CS, i dunno if the same rules apply with the game finishing and restarting in the readyrooms, lol!

    ey we can always put in custom textures right? cuz i got the concept of that bast thingos on the walls and made my own in photoshop! dun want anyone to get mad here <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • jaMzjaMz Join Date: 2002-11-10 Member: 7996Members
    edited November 2002
    i've finished the marine spawn! but i want to decorate it more and the like... i think it's got a sort of.. boring feeling.. i need comments! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    oh and another thing.. i haven't put up screens and other decorative monitors blah blah.. dont worry about those <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    <img src='http://jami.digitalrice.com/screen3.jpg' border='0' alt='user posted image'>
  • BlackRocBlackRoc Join Date: 2002-11-07 Member: 7538Members, Constellation
    edited November 2002
    remember the marine start needs plenty of room for expansion. So as I see it, its good.

    only thing, For some reason my vid card will show dark spaces as pitch black most of the time. I would suggest any dark spaces have even a little light in them. Before anyone says anything, yes I do know how to adjust my vid setting, i just don't to be blinded once i return to windows.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    I go for being blinded, and not getting (too) mauled by the hidden skulk.
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