And An Idea For Map Inspiration.

FabricatedFabricated Join Date: 2002-11-02 Member: 4452Members
edited December 2002 in Mapping Forum
<div class="IPBDescription">Forgive me.</div> <b>Let's try that again! Only this time, I'll host the images. Yeesh...I tried checking to make sure Gamers.com didn't have an image blocker, but oh well.</b>

Right now I'm semi-addicted to Metroid Prime, and I noticed that it has some very very excellent ideas when it comes to indoor mapping. Some of the neat graphical tricks Prime does are probably possible with the HL engine, minus the crazy amount of particle effects.

Just an idea...check some of these screenies to get what I mean.

<img src='http://home1.gte.net/res0nzkt/images/mprime1.jpg' border='0' alt='user posted image'>

Naturally, the light stuff coming off of the holograms would probably kill the FPS in Half-Life, but the rest of the hall looks REALLY NS-ish in my opinion.

<img src='http://home1.gte.net/res0nzkt/images/mprime6.jpg' border='0' alt='user posted image'>

<img src='http://home1.gte.net/res0nzkt/images/mprime2.jpg' border='0' alt='user posted image'>

Now, can't you just imagine a hive hanging there instead?

Comments

  • CyborgguineapigCyborgguineapig Join Date: 2002-11-01 Member: 3233Members
    Haha, copyright is so funny <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • JedipunksJedipunks Join Date: 2002-11-04 Member: 6900Members
  • CilraisCilrais Join Date: 2002-11-29 Member: 10264Members
    Wow, I can already picture it!

    the marines start at belongs


    hive 1 at top .com

    hive 2 at the symbol G

    hive 3 at the bottom gamers
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    That first shot looks very nice.
  • scioskulkscioskulk Join Date: 2002-11-30 Member: 10273Members
    <span style='font-size:8pt;line-height:100%'>Heh, I as well am thoroughly enjoying Metroid Prime and was thinking along the same lines as you-- base some architecture in my NS map off the game. I still may do that.

    <runs off to place a metroid into his NS map></span>
  • DirectorDirector Join Date: 2002-11-25 Member: 9962Members
    im gonna steal some of the design techniques in that first pic when i make ns_fusillade. thats a nice destructo look, there.
  • FabricatedFabricated Join Date: 2002-11-02 Member: 4452Members
    Fixed the pictures. Yay for not noticing the forums were back up.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    holographic rooms are nice yeah.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    Actually, the holograms wouldn't kill the HL engine. The pipes running along the floor and ceiling, however, would.

    HL <i>does</i> 'hologram effect'. HL <i>doesn't</i> do 'round object'. HL also doesn't do 'level detail'. Just making walls more than flat textures is hard enough using HL and VHE. Oh yes, Valve Hammer Editor is as debilitated and retarded as the engine its designed for... maybe even more so.

    The pipes might be achieved in some way using models instead of world polys... I'm not sure. See, the only way to get the ancient HL engine to do ANYTHING is to pull stunts and tricks. To take the technological equivalent of paperclips and duct tape, and SOMEHOW make something really cool.

    That's what makes NS mapping such wonderful fun, and such a fricking challenge.
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