Ns_pheonix *1st Shots*

RamboukRambouk Join Date: 2002-11-26 Member: 9988Members
Hi,

Here are some screens of my new map for ns, ns_pheonix:

Marine Spawn/Docking Bay 3
<img src='http://www.jonnygoth.com/ryan/screens/ph1.jpg' border='0' alt='user posted image'>

Marine Spawn/Docking Bay 3
<img src='http://www.jonnygoth.com/ryan/screens/ph2.jpg' border='0' alt='user posted image'>

Story:

After receiving a distress call from the research ship pheonix the marines are dispatched to investigate, upon arrival they dock with the pheonix and find that the ship is overrun with aliens.

About the map:

The map as you can see is set aboard a research ship, this map will have a few different things than the standard maps including a labotomy with a glass dome that looks into space, also it may appear as if the ship is moving in the final version, atm the r_speeds are below 500 in the docking bay and under 200 everywhere else altho on my last test there were a few framerate and jerkyness problems which might be because of something in the map or maybe my computer was just slow, I will figure this out and fix it. The lighting is by no means final and this map won't be a dark as the other maps anyway, its set on a research vessel and most of the main power is still up.

Progress:

Overall layout: 15%
Brushwork: N/A
Textures: 15%
Lighting: N/A

I hope you will enjoy my map once I have released it and I will post in this topic with updates as I have them <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

Comments

  • RamboukRambouk Join Date: 2002-11-26 Member: 9988Members
    A few more secreens:

    Corridoor
    <img src='http://www.jonnygoth.com/ryan/screens/ph3.jpg' border='0' alt='user posted image'>

    Research Lab Alpha
    <img src='http://www.jonnygoth.com/ryan/screens/ph4.jpg' border='0' alt='user posted image'>
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Its a bit too plain, the textures are a bit off in the Docking bay(floor walls and big centerpiece) and the node I feel is poorly placed, a commander will have diffuculty getting things around that area. The corridor is "plain" and if you make the lighting about 75 points less bright and set a few light entitys instead of one it may come out looking pretty nice, that area is also plain and in particular the flooring looks "ugly". The research room is going along the right lines although again the textures on the walls need fixing, but the glass texture looks weird and maybe a bit too transparent compared to the lighting. One last note about that room is rotate the ceiling texture by 90 and set the X and Y axis to' 0.50 ' and the room will blend alot better. Try to curve your walls or and sticky out trims like the ones seen in eclipse and hera (especially the Walkway where the glass is curved). Overall a nice first mappers try, keep it up !
  • RamboukRambouk Join Date: 2002-11-26 Member: 9988Members
    Thx for the input, one thing I have been making maps for halflife for over year <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> ns requires a bit more planning tho, I will sort out the textures and the lighting, as I said before the lighting is NOT final, thats just like that for testing purposes.
  • DjArcasDjArcas Join Date: 2002-11-11 Member: 8187Members
    <!--QuoteBegin--Rambo[uk]+Nov 28 2002, 07:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rambo[uk] @ Nov 28 2002, 07:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->slow, I will figure this out and fix it. The lighting is by no means final and this map won't be a dark as the other maps anyway, its set on a research vessel and most of the main power is still up.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Marine player, eh?

    I usually play marines - I was wandering around my docking bay going, yeah, I like this, aiming my gun at imaginary aliens, quite happy.


    Then I played as a skulk.

    Suddenly that nice flat lit cargo floor was a death trap, I had no shadows to hide in...


    Make sure you run around your map as both Marine and Alien reguarly - it's a VERY different perspective, what seems good as a marine is often anathema to an alien - and vice versa.
  • RamboukRambouk Join Date: 2002-11-26 Member: 9988Members
    edited November 2002
    Ive been doing both, im gonna make it harder for the aliens to run so free in that docking bay, maybe a few electrical pools of water or something <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->

    Also the lag prblems mentioned earlier were because of my computer, I had just been downloading and burning a CD before I tested it...
  • JedipunksJedipunks Join Date: 2002-11-04 Member: 6900Members
    Hi, Change the texures of that button post thing (glass floor pic), and detail your ship model some more, and You'll be doing good . <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • JedipunksJedipunks Join Date: 2002-11-04 Member: 6900Members
    Oh, if can , lots of welding and lots of dark places, and lots of breakables <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • RamboukRambouk Join Date: 2002-11-26 Member: 9988Members
    I will try and detail the ship some more, at current that bay is 400-500 poly's and I don't wanna go to much higher because you have to think about how many e_poly's will be going around once the base is built, weldable bits I can do for you <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    I will post some new screens this weekend when I have made some major progress...
  • Justin_CaseJustin_Case Join Date: 2002-08-08 Member: 1114Members
    Actually I really like the lighting in the first shot. Ok its a bit light, but not all rooms have to be very dark, I think its realistic. The pilot of the ship must see where to land you know <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • ctxctx Join Date: 2002-11-02 Member: 4592Members
    Looks cool. I would suggest some different textures and maybe more interesting architechure. Great concept though.
  • RamboukRambouk Join Date: 2002-11-26 Member: 9988Members
    I was thinking the lighting in the docking bay looked good as it is, I will keep that how it is, im working on the architecture some more...
  • Damien_MistDamien_Mist Join Date: 2002-08-20 Member: 1202Members
    In the docking bay.

    I suggest u take the lightning down a bit and then add some colored lightning there too, so it doesnt look bland, make some red light on the "landing floor" or something...

    Just a suggestion from a fellow mapper.
  • RamboukRambouk Join Date: 2002-11-26 Member: 9988Members
    Ok thx, I will add a few guidance lights on the floor, also a little bit lower lighting may be a bit better...
  • Justin_CaseJustin_Case Join Date: 2002-08-08 Member: 1114Members
    I think you should keep the light as it is hehe. This will turn into a "yes, no,yes,no" argument soon. But seriously if that docking bay was real it would actually be even lighter, look at the light in the deathstars docking bays for example.
  • C_h_a_nC_h_a_n Join Date: 2002-11-02 Member: 4090Members
    What about a room where you can control the electricity of the map? Block doors, turn lights off, activating huge extractors at vents, killing some <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> but preventing jp <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->

    Or like the emergency state on a militar base. All the doors get close and only can be opened from the armory side (marine base). Obviously the aliens will have another ways to get ro the other rooms.
  • RamboukRambouk Join Date: 2002-11-26 Member: 9988Members
    Hey thats a cool idea, I will see how I can do it and give it a try, progress will be posted this weekend.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--QuoteBegin--C_h_a_n+Nov 29 2002, 09:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (C_h_a_n @ Nov 29 2002, 09:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What about a room where you can control the electricity of the map? Block doors, turn lights off, activating huge extractors at vents, killing some <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> but preventing jp <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->

    Or like the emergency state on a militar base. All the doors get close and only can be opened from the armory side (marine base). Obviously the aliens will have another ways to get ro the other rooms.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah that's a cool idea, let's call it a command console.
    </sarcasam>
  • LLJKKodosLLJKKodos Join Date: 2002-11-12 Member: 8319Members
    Phoenix , not Pheonix <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • RamboukRambouk Join Date: 2002-11-26 Member: 9988Members
    Nah this one is pheonix, I spelt it that way deliberately, its easier to remember that way round <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • CyborgguineapigCyborgguineapig Join Date: 2002-11-01 Member: 3233Members
    Actually what would be cool is a certain well travelled room in the level which can be activated as a crushing mechanism. The Commander would have to guess when too press it to crush <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> or marine <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> . Just a more interactive level. And oh yeah,t he ship in docking bay needs more detail. Use the current marien models as a guidline. See the similarities of the soldiers helmet with the CC. You can apply similarities with the marine models too your ship to make it look humanmade.
  • RamboukRambouk Join Date: 2002-11-26 Member: 9988Members
    Im working on a better ship, I may just make a .mdl and have it hollow then put the clipping brushes inside so u can walk round inside it...
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