Ns_shaft

EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
<div class="IPBDescription">nearing completion</div> Ns shaft is pretty close to being playable, probably 1 or 2 weeks, but don’t be surprised if I get lazy and take a while longer ;/ Anyways here’s 5 screens, first is of the sewer hive. Most screens are taken in noclip and therefore do not directly represent the scale of these areas.
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Comments

  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    Cafeteria, node room outside ms.
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    Corridor on the way to the sewer hive.
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    Generator, node room outside ms.
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    Generator monitoring, on the way to the tram hive.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    wow... Hey mind giving me the colour values for your lighting? I've never thought of doing some of that, but now that i've seen it I'm gonna stray from my current set of textures and edit my own to accomidate ideas from you...
    That looks like a truly amazing map, I hope you get officaly included <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Ekaj, i cannot express how truly amazing i think your map is. You are the best mapper i have ever seen architecture wise, period. Great job!
  • boobs!boobs! Old-School Competitor Join Date: 2002-11-13 Member: 8504Members
    omg the AMBIENCE is amazing..i am in awe..lovely lovely quite simply beautiful. i love the lighting and brush work.. keep it up ekaj its lookin to be an official map from what it seems in pics.
  • FinaFina Join Date: 2002-11-01 Member: 3267Members
    Wow. That is awesome. Great job on the brushwork and lighting. I hope to see this come with 1.1.
  • KatsuroKatsuro Join Date: 2002-11-02 Member: 4809Members
    Very nice, very nice
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    As usual... the lights my GOD.... the lights...

    You have the same texture on the floor an ceiling in some of those shots, this can be confusing for skulks.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    All absolutely amazing! I really like the large triangle beams in the 4th shot, and the lighting through the grate in the first one! Stunning!
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    Ekaj is the best mapper I have EVER seen for the HL engine. Simply amazing work.
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    Wow.
    I'm glad your <b>finally</b> getting there with this map Ekaj. It looks awesome ... architecture is great, lighting is spot on. Very much like how I originally imagined/wanted Caged. From these pics alone the atmosphere is great and with some good ambient sounds it’ll be excellent (in a bad, moody, NS kinda way <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->).

    It does look pretty un-Skulk friendly though and slightly cramped but like you say, the scale is skewed, so I’ll withhold judgement until I see it in-game. For which I can't wait.

    <b>/me gets inspired and runs off in a Caged tweaking and new map building frenzy.</b>
  • ctxctx Join Date: 2002-11-02 Member: 4592Members
    Wondeful. Simply superb! I think it eill have a good chance of becoming an official map!
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    ~~~D= /me says sayonara to my map =P
  • Ben128Ben128 Join Date: 2002-06-21 Member: 808Members, Constellation
    This map looks amazing. Keep up the good work.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    /me uninstalls QuArK <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->

    Way to go Ekaj, I just can't wait to see Shaft return in all its glory.
  • HeadFeastHeadFeast Join Date: 2002-11-18 Member: 9200Members
    That beats some of the levels in Quake3, from the look of it. Simply amazing, considering the HL engine is pretty much the Quake1 engine with some bells and whistles.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Yeah, that looks pretty impressive. Did you add the gamma into those shots, or is it lost (because some of that seems extremely dark).
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    edited November 2002
    Hey Ekaj, I don't usually think many of the maps on these forums are quite up to the standard of some of the official ones.... but yours is absolutely incredible. Really stunning, nice work man, I have no doubt this will make it to official release.... unless it plays like complete cack..... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->!

    And isn't Half-Life a worked upon version of the Quake 2 engine? Not the original Quake...?
  • kretzkretz Join Date: 2002-11-02 Member: 5179Members
    HL engine is mostly quake1 but has a little bit of quake2 in it.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--SamR+Nov 27 2002, 10:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SamR @ Nov 27 2002, 10:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And isn't Half-Life a worked upon version of the Quake 2 engine? Not the original Quake...?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No, no, no, no, NO!

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    How many times do we really have to go through this? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    Of course the link where Valve states clearly that Half-Life was almost exclusively Q1 code is missing now... But Quake 1 it is.
  • BouncyBouncy Join Date: 2002-11-07 Member: 7623Members
    no no no no !!! It was developed from quake 2... quake 2 was developed from quake 1... so there u see it... the code is just all the same...
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited December 2002
    Jesus...

    HL started production before the release of Q2, so no Q2 code even EXISTED for licensee use at the time. Later in HL development they got a couple bits and pieces of Q2 code, but something in the neighborhood of 50-60 lines. Compared to the full code, this is completely negligible.

    Valve has CONFIRMED this, but hey, what would Valve know? They just made the game, after all...

    Half-Life = Quake 1 base.
    Quake 2 and HL both took completely different directions from Q1 code, and Valve made enough modifications to the Quake code to technically warrant calling it its own engine. HL still even looks better in the long run.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    Yeah... but the point is that shaft is teh pwn =P
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    Well.... well... geez..dont I feel sub par.
  • Justin_CaseJustin_Case Join Date: 2002-08-08 Member: 1114Members
    Wow those are probably the designed corridors Ive seen so far for NS
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    lol, sorry for re sparking this debate on the Quake engines...! Just the Half-Life engine looks so much more sophisticated than the Quake 1 and 2 engines put together, I figured that they'd worked from 2... but I do recall Half-Life being in development before Quake 2 came out.

    No matter, Ekaj's level rocks.
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    is not too difficult to understand that HL was developing in the meanwhile of Q2, remember that at the E3 where presented both Q2 and HL??
    TF2 was going to develope in the beginning with Q2 code, i read on PCGamer, but then they used own code, or btw TF2 engine developed too much...in the actual status someone know what the *peep* Valve is doing? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    RETURN ON SERIOUS THINGS: luckily we wrote on forums, cos Shaft is a jawbreaker map, i like other areas more than these but...boys, Ekaj rocks!
  • PinkyPinky Join Date: 2002-11-07 Member: 7540Members
    How about STOP TAKING OVER EKAJ'S THREAD.
    Show some respect would you?
    And for ekaj's map, which is probably the most amazing HL map I have ever seen... what is wrong with you?
    Good work ekaj, it is _way_ better than the other versions of the map. I knew the industrial feel would make it a lot cooler looking <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
    Now just STOP rebuilding and finish it!
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