Ns_lingo

Ir0nicIr0nic Join Date: 2002-12-25 Member: 11526Members
<div class="IPBDescription">progress</div> Hi folks,

This map was initially supposed to be a map to practice mapping, but I managed to create 2-3 rooms pretty fast, so... ^^

I slowly lose my ambition to continue working on the map (i barely find any ideas), so I decided to post some images and listen to some comments.

<img src='http://webplaza.pt.lu/jepagro/testns0000.jpg' border='0' alt='user posted image' />
<img src='http://webplaza.pt.lu/jepagro/testns0001.jpg' border='0' alt='user posted image' />
<img src='http://webplaza.pt.lu/jepagro/testns0004.jpg' border='0' alt='user posted image' />
<img src='http://webplaza.pt.lu/jepagro/testns0005.jpg' border='0' alt='user posted image' />
<img src='http://webplaza.pt.lu/jepagro/testns0006.jpg' border='0' alt='user posted image' />

Comments

  • res0nationres0nation Join Date: 2004-11-01 Member: 32583Members
    Try working in some asymmetrical elements into the architecture. Symmetry can make things asethically pleasing initially, but carried too far and you get redundancies like the twin cat walks in picture 3.

    Also, gameplay wise, the CC is usually best against some kind of barrier so skulks only get attacked from one direction when cc munching.

    In the last picture I'd leave the pit dark for the skulks and light up the top of the platform. Lighting seems to be more effective atmospheric wise if it mimics practice functions, such as lighting the walkway for... walking.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    You're doing great with the atmospheric effect and lighting! If you can ramp up the env_gamma a bit and keep on with the variations & contrasts in lighting that'll be kickin-some-a! The gentle blue is a nice variety compared to the usual full bright red and white that has become archetypical of NS.

    On a bit of constructive criticism from what I see, try to "smooth" your geometry a bit so that it's fluid and easy for skulk to get anywhere on it quickly and bounce around like ADHD kids on stimulants.

    For things to keep an eye out for: <i>entropy</i> (always critical in an ns_ map), try to include an area that's dark except for one light above a door which sheds orange or yellowish-orange light, try to include some env_glow sprites, water works well in hives, custom textures are a treat, and avoid annoying ambient noises. (err on too quiet rather than too loud, subtle & subconcious is better)

    There's an old addage in the VERC which goes:

    <span style='font-family:Times'><i><span style='color:orange'>"most mappers try to light every corner, but good mappers paint with darkness and accents."</span></i></span>
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    too plain. more details.
    to combine texture choice with nice architecture is one of the most effective ways to achieve the "wow!"-effect <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    Nice 3rd post <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • 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-res0nation+Jul 20 2005, 03:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (res0nation @ Jul 20 2005, 03:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, gameplay wise, the CC is usually best against some kind of barrier so skulks only get attacked from one direction when cc munching. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This is true in combat, but not classic. You don't want the skulks to be able to predict where the comm will jump out.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-moultano+Jul 21 2005, 02:34 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jul 21 2005, 02:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-res0nation+Jul 20 2005, 03:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (res0nation @ Jul 20 2005, 03:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, gameplay wise, the CC is usually best against some kind of barrier so skulks only get attacked from one direction when cc munching. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    This is true in combat, but not classic. You don't want the skulks to be able to predict where the comm will jump out. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Classic they usually nestle it away somewhere though, the idea being that it will be difficult to circlestrafe because marines can easily surround you in a little corner behind the chair.
  • Ir0nicIr0nic Join Date: 2002-12-25 Member: 11526Members
    yes I'm trying to concetrate on adding more details and smoothing the architecture, but I have a lack of ideas. I usually pass 1-2 hours looking at some stupid textures and I don't know what to do with them ^^ I'll have a look at all the official maps and all the custom maps here soon to find some ideas. I never really paid attention to the maps when I was playing.
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