Community "ns Sourceified" Contest

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  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members Posts: 2,254
    mineshaft i think
    <DOOManiac> my main thing about clans is they never seem to actually have fun when playing
    <DOOManiac> even if they're winning they are so caught up in the seriousness of the situation they don't have fun. its like work. where's the fun in that?


    last.fm
  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation Posts: 674
    nups tounge.gif

    its tanith, the ramp that goes to cargo and dres, the way ahead leads to waste

    its so obvious tounge.gif
    playing since 1.04 - IPB Image since 3.0 beta
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  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation Posts: 2,064
    QUOTE (surprise @ Jul 27 2005, 01:26 PM)
    nups tounge.gif

    its tanith, the ramp that goes to cargo and dres, the way ahead leads to waste

    its so obvious tounge.gif

    ....no
    LOL BLOG!
    also known as narc
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation Posts: 651
    edited July 2005
    I don't see it wow.gif as in, I don't see the resemblance.
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  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members Posts: 2,254
    edited July 2005
    i actually took the time to prove you wrong, and verify that my guess was right. i havent played mineshaft in 4 months by the way

    http://mbnet.fi/tomekki/ns_mineshaft0000.jpg

    edit: mineshaft would look amazing on source ::drool::
    <DOOManiac> my main thing about clans is they never seem to actually have fun when playing
    <DOOManiac> even if they're winning they are so caught up in the seriousness of the situation they don't have fun. its like work. where's the fun in that?


    last.fm
  • SinterSinter Join Date: 2003-03-05 Member: 14347Members, Constellation Posts: 87
    TOmekki, nice guess!

    I took the shot from a weird angle on purpose.

    The brushwork is coming along nicely. I just started some basic texturing.

    Here's an update:

    user posted image

    In case the image doesnt work

    Enjoy!
    -Sinter
    The points of light that form a two-dimensional constellation are actually three-dimensional, separated by great distances. It is only when viewed from a certain perspective that they create a recognizable image.
    - The Constellation History
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members Posts: 249
    i wanna know why they took mineshaft off the map list, awesome map sad-fix.gif, and the new angst/daimos... bleh...



    anyway, very nice!

  • The_CheatThe_Cheat It&#39;s a The Cheat&#33; Join Date: 2003-11-19 Member: 23191Members, Constellation Posts: 294
    Mineshaft had some issues with it, and AFAIK, the "I lost my map source" syndrome struck against its creator, so it was not able to be updated.
    Yeah man. I'll gnaw your face off.
    - Teh C.

    image
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members Posts: 3,022
    QUOTE (coris @ Jul 27 2005, 01:45 PM)
    QUOTE (surprise @ Jul 27 2005, 01:26 PM)
    nups tounge.gif

    its tanith, the ramp that goes to cargo and dres, the way ahead leads to waste

    its so obvious  tounge.gif

    ....no

    Hahahaha.
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members Posts: 249
    ^

    yeah i know tounge.gif, looks nothing like the spot in tanith

    for one, the ramp would be on the right not the left, 2nd tanith doesnt have a ramp there it has stairs.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation Posts: 2,395 mod
    edited July 2005
    Remember everybody, contest ends on August 5th, that's slighty over a week left. I made a post on the hl2world forums to see if i can get some mappers familar with source to take a shot at it, if there is a few that want too i may extend the deadline.

    When your done with your area just post a screenshot(s) and list them as the final ones in your post and i will add them to the first post and then get a vote started.

    If you want to release the .bsp so we can walk around the area as well that is okay too.

    Everything is looking pretty good so far though.

    Post edited by Unknown User on
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members Posts: 4,832 Advanced user
    QUOTE (Insane @ Jul 18 2005, 01:26 PM)
    It's actually ns_nothing.

    Bwhahahaha, NSTR.

    Snap, snap.
    zGVPR2v.gif
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members Posts: 1,594
    QUOTE (The Cheat @ Jul 27 2005, 10:13 PM)
    Mineshaft had some issues with it, and AFAIK, the "I lost my map source" syndrome struck against its creator, so it was not able to be updated.

    weird thing about this: you have to give the source of your map to the ns team in order to get it official. to my knowledge this happened after the source of bast and nancy got lost, ergo ns2.0.

    correct me if Im wrong.

    when do people (especially mappers who spend months on their projects) learn how to backup their files tounge.gif

    seems some people dont even know mineshaft, this ramps are unique biggrin-fix.gif

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  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members Posts: 1,119
    Half of these are going to look worse than the HL1 scenes they're trying to recreate. We have a whole sodding new engine to work with here, if you want to just directly recreate something then just flipping port it and change a few entities. If you're going to remake it though then spice it the **** up, go to flipping town on it.

    user posted image
    user posted image

    Take these scenes here of ns_eclipse on the doom 3 engine made by KFS. I mean just look at it, you can tell it's keyhole, but with enhanced visual quality, the added details, he's done things that you can't possibly do with HL1 within NS polylimits, new lighting etc etc. He's making the most of the engine. All i see in this thread is straight ports with better textures, nothing that couldn't be achieved in the first place with the HL1 engine. It's not particulary spectacular.
    nL-Benjamin - Periodic map contributor, forum troll, retired arrogant clanner and commanding guru.

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  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer Posts: 3,912 admin
    Mine wasn't a straight port! Pahpahaaphap.
  • 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
    QUOTE (MrBen @ Jul 28 2005, 10:58 AM)
    Half of these are going to look worse than the HL1 scenes they're trying to recreate. We have a whole sodding new engine to work with here, if you want to just directly recreate something then just flipping port it and change a few entities. If you're going to remake it though then spice it the **** up, go to flipping town on it.

    Take these scenes here of ns_eclipse on the doom 3 engine made by KFS. I mean just look at it, you can tell it's keyhole, but with enhanced visual quality, the added details, he's done things that you can't possibly do with HL1 within NS polylimits, new lighting etc etc. He's making the most of the engine. All i see in this thread is straight ports with better textures, nothing that couldn't be achieved in the first place with the HL1 engine. It's not particulary spectacular.

    In their defense, KFS built that area the first time around, and he's using an engine with a large library of spaceship oriented textures, with (arguably) a much more intuitive editor, and lighting that he can tweak on the fly.
    So comeon Mr. Ben, go show everybody up! tounge.gif
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members Posts: 1,119
    I don't even own HL2. And we're not even talking about just the textures here, though of course they help to give the scene a different feel.
    nL-Benjamin - Periodic map contributor, forum troll, retired arrogant clanner and commanding guru.

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  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation Posts: 3,175
    QUOTE (Anbu @ Jul 24 2005, 02:51 AM)
    Sourceified Bast, I'm drooling :O

    me too. biggrin-fix.gif

    TBH, I think Bast and Hera where the best looking of the old ns_ maps.



    /me wonders for a minute



    ... What about ns_shiva sourceified?! wow.gif
    Coined the qualitative attribute entropy in reference to game maps.
    Do not eat the dark energy balls, please.
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  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members Posts: 1,594
    I wonder how this would look with the source engine. the doom3 engine seems to be perfect to create this artificial looking scifi environments.

    but its really amazing how the area looks just by replacing textures. I had to look twice to realize, that there were nearly none architectual improvements.

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    Give custom maps a chance!
  • 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
    QUOTE (the x5 @ Jul 28 2005, 08:12 PM)
    ... What about ns_shiva sourceified?! wow.gif

    When I get the current overhaul done, I'm taking a break from shiva for a while . . .
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
    QUOTE (MrBen @ Jul 28 2005, 10:58 AM)
    Half of these are going to look worse than the HL1 scenes they're trying to recreate. We have a whole sodding new engine to work with here, if you want to just directly recreate something then just flipping port it and change a few entities. If you're going to remake it though then spice it the **** up, go to flipping town on it.

    [Pictars]

    Take these scenes here of ns_eclipse on the doom 3 engine made by KFS. I mean just look at it, you can tell it's keyhole, but with enhanced visual quality, the added details, he's done things that you can't possibly do with HL1 within NS polylimits, new lighting etc etc. He's making the most of the engine. All i see in this thread is straight ports with better textures, nothing that couldn't be achieved in the first place with the HL1 engine. It's not particulary spectacular.

    Valid points, and I'd say points that should be at the forefront of our minds when we come to judge this comp; but you're being very negative.

    Mapping is a continual learning process, this comp has brought a few new faces to the fore and who's to say they won't be the creators of the next Bast given a bit of inspiration and the opportunity to try their hand at mapping.

    I'm sure many first-time mappers get put off because they can't get past their first room and get discouraged or bogged down with it all. This competition is giving every would-be mapping quitter to give it a go and actually finish a project (it's only one area, after all).

    I think that in this case the 'not winning but taking part' moniker really means comes into its own.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester Posts: 2,117 Advanced user
    been mesing around with the partical systems. and some ropes.
    enjoy


    user posted image
    1600x1200
    user posted image
    1600x1200
  • Tak3rTak3r Join Date: 2004-02-16 Member: 26625Members, Constellation Posts: 57 Advanced user
    wow thats hot!
    user posted image :3am:Taker
    user posted image
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation Posts: 2,395 mod
    looking awesome confused :-P

    Just a note to everybody, i'm extending the contest two weeks until august 19th since some people from hl2world are probably entering and can make some sweet looking stuff.

  • BurgerBurger Join Date: 2004-07-24 Member: 30072Members Posts: 38
    Wow, amazing stuff. Maybe after Im done with my co_mario64 map (yes its just the castle from mario64 combat style) Ill take a look at the Source editor to get a feel for it for the big day NS:S comes out. These look awesome.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation Posts: 2,064
    @Confused what map is that from? Looks like nancy, kinda, but that room isn't on nancy tounge.gif
    LOL BLOG!
    also known as narc
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow Posts: 3,509
    its briefing room from eon
    the artist formerly known as 6john
    and
    the artist currently known as d*uchebagatron
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester Posts: 2,117 Advanced user
    yeah it started off as the briefing room on eon, but its changed a bit because i didnt have textures that really went into the whole eon feel.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow Posts: 2,875 Advanced user
    edited July 2005
    I was playing around converting some NS textures to source(normal map + glossmap).

    Well. I want brushed aluminum like highlights(positive lod bias on the cube map-> smaller mipmaps of the cube map are used-> doesn't look like everything is coated in varnish).

    Using a lower $envmapcontrast helps a little but not enough.

    So how do I do this?
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members Posts: 7,019
    QUOTE (Soylent green @ Jul 30 2005, 11:49 AM)
    I was playing around converting some NS textures to source(normal map + glossmap).

    Well. I want brushed aluminum like highlights(positive lod bias on the cube map-> smaller mipmaps of the cube map are used-> doesn't look like everything is coated in varnish).

    Using a lower $envmapcontrast helps a little but not enough.

    So how do I do this?

    If you don't already know I think we're all doomed sad-fix.gif
    O_O image
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