ns_incubus

KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
edited September 2006 in Mapping Forum
<div class="IPBDescription">Finally getting back into mapping</div>Well, this is what I have completed so far of my map, ns_incubus. I know I had started one almost a year and a half ago, but I gave up on it after optimization became impossible.

Only two screenshots at the moment- I have a feeling they are a bit dark, so I may have to lighten the map a bit. I'm still working on these areas heavily, and the map is in it's infantile stages.

Many thanks to Kouji San and Scoot as well as the folks at NSArms Lab for helping me get back into mapping and setting up BC and VHE after it gave me so much trouble!


First SS: The docking ring, an idea I always liked and ns_hera was a lovely sight for me <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> This is, as you could imagine, based heavily on the Hera docking pad.

<a href="http://www.uploadfile.info" target="_blank"><img src="http://www.uploadfile.info/uploads/3d5aac1298.jpg" border="0" alt="IPB Image" /></a>

Comments

  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    It's obvious its early, but it's still more than i could do. Keep it up.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Hmm, now I'm curious what I had to do with you getting back into mapping ^_^

    Anyway, being the way I am I have to comment on a few things (even if it is in early development stage).

    First of all the platform, it needs some support beams underneath it. It looks unatural like this. Also I would use a different texture on the wall there, it being a lookalike of hera. I would also use a totally different textures to make it at least look different. Plus what are your plans on the surrounding area.
    Let's move on to the MS, I would love to see you break up the ceiling and floor with something more interesting then just flatness <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    Lots'o questions, but I had alot of pepsi so I'm kind of hyper at the moment, you actually stopped me from destroying a small part of Europe...
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    *grins* I'm working on sifting thru my textures to find something different to use.

    As for the support beams, I'm going to be using chains/beams to the surrounding canyon walls.

    In MS I want to keep the floor flatish so the rines can build. That's only half of MS there, the other half has two raised platforms and leads to the outside. I'm not 100% sure how I'm going to part the map from there yet <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Ah well, keep it up anyways. I'm of to compile stuff... Keep in mind that starting a map is only 0.01% of the work <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> I hope you have lots of ideas for the rest when you get to that point...

    o/
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    edited September 2006
    Have thusly changed areas according to comments <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    For the most part it looks a bit overly open for an NS map.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    <!--quoteo(post=1566818:date=Sep 19 2006, 12:09 AM:name=Swiftspear)--><div class='quotetop'>QUOTE(Swiftspear @ Sep 19 2006, 12:09 AM) [snapback]1566818[/snapback]</div><div class='quotemain'><!--quotec-->
    For the most part it looks a bit overly open for an NS map.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Yea, it seems like it's a poorly thought out siege map <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />

    The rooms are too big, and the hallways are way too small. Also the map lacks detail, the texturing is bad in most areas and it is overall bland.
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    edited September 2006
    Those two areas need to be open as they are marine start- I do plan to break them with 4 support pillars at some point.

    I wish I could find my old map with it's tram hallway and the arboritum, but alas it's lost forever <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />

    EDIT;

    I added the pillars in and the construction area + spotlight. What do you think?

    <a href="http://www.uploadfile.info" target="_blank"><img src="http://www.uploadfile.info/uploads/bf4140bfb9.jpg" border="0" alt="IPB Image" /></a>


    Spotlight On

    <a href="http://www.uploadfile.info" target="_blank"><img src="http://www.uploadfile.info/uploads/a890f1cc13.jpg" border="0" alt="IPB Image" /></a>
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    If it's the incubus I'm thinking of, I might have a backup copy somewhere on one of my servers, it's just a matter of digging around in that old mess.
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    Really? That'd be awsome... I know you helped me work on it before. If you do have a backup that'd be incredibly helpful <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    Spruced up the command chair and initial marine start.

    <a href="http://www.uploadfile.info" target="_blank"><img src="http://www.uploadfile.info/uploads/19fcc4f823.jpg" border="0" alt="IPB Image" /></a>

    and

    <a href="http://www.uploadfile.info" target="_blank"><img src="http://www.uploadfile.info/uploads/c47d3c468a.jpg" border="0" alt="IPB Image" /></a>

    Comments?
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    ill be blunt, youre making newbie mapping errors for the general layout/feel of the rooms. Its way too horizontal. The walls and the ceilings need to be broken up.

    Pipes, Vent, overhead computer panels, wiring, tubes, fan ducts, anything to "break it up" helps.
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    Mm, I can't find a decent way to run anything that looks appropriate in Marine Start... ceilings have always been my weak point <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Have a look at this example I made, to give you an idea what you could do to make things look more interesting. It's an animated gif so look at it for 4 seconds <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    <img src="http://members.home.nl/m.borgman/ns-forum/differance.gif" border="0" alt="IPB Image" />
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    I've already done that with the walls, and the floor there is detailed enough with the com chair pit (need to leave room to build) and the ceiling I'm not 100% sure just what to do. I dont' want to do what I did on the walls... but...
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    need some help mates

    I want to make a room that you can decompress, but I can't find a decent shield / energy barrier texture. Anyone got a good one on hand I could use?
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    <!--quoteo(post=1567318:date=Sep 22 2006, 01:24 AM:name=Kittamaru)--><div class='quotetop'>QUOTE(Kittamaru @ Sep 22 2006, 01:24 AM) [snapback]1567318[/snapback]</div><div class='quotemain'><!--quotec-->
    need some help mates

    I want to make a room that you can decompress, but I can't find a decent shield / energy barrier texture. Anyone got a good one on hand I could use?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Just use a white texture and change its rendermode to some color like 0 70 120 and have it distort or pulse.
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    I was hoping to use the one that was used in co_spacefall in the readyroom or on co_freefall in the marines area. I'll try what you said though.
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