Ns_tsos - First Info & Shots!

DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
<div class="IPBDescription">Laugh at how much I suck!</div>Well, I finally got a (in my opinion) decent looking hive constructed, so I thought I'd celebrate this first for me (my other three hives from the failed ns_test were utter crap heh) by unveiling ns_tsos to the world, and also showing some shots. :)

<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Note: This map has only just begun, and probably won't be finished. :P Don't keep your hopes up.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

Here's the brief bit of story on the map. Sorry, no long paragraphs of literary merit here, I'm not into long complex story lines for maps. But here is the basis: ns_tsos, (Terrible Secret of Space!) takes place on the orbital research station T-SOS (despite the acronym, its pronounced similar to "tea sauce"). Of course, everything has gone awry due to the aliens that attacked the place (bet you didn't see that comin!).

But there's a catch. You see, the T-SOS was a research facility researching the Kharaa race. The facility contains a research lab and also enviornmental containment facilities. Since nothing is known about the Kharaa's origin or home planet, the designers of the research station used earth-like settings. For instance, one sector resembles an underground cave, although there are still traces of technology (lights, computer monitors, etc). It was figured the (assumed unintelligent) Kharaa wouldn't know the difference...

Yes, the idea is blatenly inspired by Metroid Fusion's station. I'll look into an SR388 sky or something ;)

Anyway, on with the shots. Be brutally honest here. :)

<img src='http://members.cox.net/doomaniac/ns_tsos/ns_tsos1.jpg' border='0' alt='user posted image'>
Note: the readyroom is supposed to be cramped. Its to encourage the nubs to stop hanging around inside and just to join a team already. Don't worry, it is plenty big enough to hold 32 players. The reason there is a stage in the middle, will be revealed later. :)

<img src='http://members.cox.net/doomaniac/ns_tsos/ns_tsos2.jpg' border='0' alt='user posted image'>
Just a simple hallway I did...
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Comments

  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    <img src='http://members.cox.net/doomaniac/ns_tsos/ns_tsos3.jpg' border='0' alt='user posted image'>
    The first hive I can actually say that I'm pretty happy with the way it turned out. Note to Zazi: Look! The ceiling isn't flat!

    <img src='http://members.cox.net/doomaniac/ns_tsos/ns_tsos4.jpg' border='0' alt='user posted image'>
    Second shot of same hive.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Tone down the lighting in that second shot. Way too flat.

    The hive seems to rely too much on the solid white light for the overall ambience. White light is good, yes, but I think here you might want to pull the focus back to some of the highlighting lights in the background. The white just kinda overpowers everything and leaves a fairly flat appearance.
  • CommandoCommando Join Date: 2002-05-22 Member: 657Members, NS1 Playtester
    Too much lighting and not enough colour. Needs some different colour lights in there!
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    hive looks nice but you could try and add some infested brushes on the floor and ceiling similar to the feedwater hive in Bast.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • 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
    /me huggles DOOM

    Looking good there, but what KFS and Commie said about the lightning. It's looking a little bland.
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    :/ hmm. I will if I can I guess... I actually thought the lighting there was pretty good.. :/
  • CommandoCommando Join Date: 2002-05-22 Member: 657Members, NS1 Playtester
    Scroll down through your screen shots Doom, they're all the same brightness and tint. Experiment!
  • 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
    I think the addition of a few light_spots and some more colour will make it look extra-spinky.
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    well, i think the two first shots looks good, maybe add some more details in the readyroom, but shot 2 looks all god too me, exept the lightning, follow KFS's advise.. but i like the details! "HUH? it aint much details in that pic?!" no it ain't but thats wath i like.. i hate getting stuck in details for every move i make, keep it clean and straight is how I want it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    As for the hive, it looks good.. but i think u need a more solid design.. why is the hive there? what's the function of the room? I suggest u redo that room (i know, it's the hell) but im sure u feel alot better ;D

    good luck Doom! gj so far
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    <!--QuoteBegin--DOOManiac+Jan 6 2003, 06:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ Jan 6 2003, 06:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The reason there is a stage in the middle, will be revealed later. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Karaoke act in the readyroom? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    Anyway, I gotta agree that the lighting is taking something away from the map as a whole. You're probably sick of hearing that, but hey, it'll get your attention. Other than that, I like the brushwork and the texturing is pretty good, too, although kinda repetitive. In particular, I can't say I'm fond of the texture at the top of the readyroom, those thin stripes get annoying to look at after a while.

    But hey, if you stole the idea from Metroid Fusion, does that mean that marines can research Space Jumps and Screw Attacks? Because that would rock. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    <!--QuoteBegin--KungFuSquirrel+Jan 6 2003, 11:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Jan 6 2003, 11:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Tone down the lighting in that second shot. Way too flat.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I couldn't agree more. You've got something really working with the construction of that area, but it's really let down by the lighting. Get rid of the lighting you've used there and do it over, select a colour scheme, put some texture lights in, it's got SO much potential!

    I think you're doing well so far with the other stuff too. Keep it up <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • sySTEm1sySTEm1 Join Date: 2002-12-20 Member: 11222Members
    <!--QuoteBegin--Insane+Jan 6 2003, 11:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insane @ Jan 6 2003, 11:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->extra-spinky<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    rofl..




    anyways. yeah i gotta say i like the general architecture of the hive pic, and the infested textures look good. but as said before rah rah rah lighting etc etc thx
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Nice. Try this (attached) as the hive room lights, looks good with a couple of dim light entities in front.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Second pic... looks like someone uses r_drawviewmodel 0!!! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->

    Anyway, it's nice. Look to see if you can find an "infested monitor" texture though, because the nice clean monitor doesn't fit. Otherwise, pretty nice (and I second the lighting thing that other ppl said)
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    That texture scheme is horrible! Down with wall_lab!

    (Do not take this post seriously. If you don't get it, then.. well... hmm.)
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    Yeah, a little VARIANCE at least, with the wall_lab (aka. the 'Eclipse' textures <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->) For example, all of the official maps (besides Eclipse) make SOME use of the wall_lab texs (ns_hera, for example) but they use it SPARINGLY and with a slightly different layout and style of architecture. So far a see the same wall_lab scheme over and over (although its difficult to tell with the infested areas). Try using some other textures, too! Take the plunge! Wall_lab is overused enough in general, don't overuse it your map.

    Also, that RR shot looks a little... funny... you say its supposed to look 'cramped', but something looks a little off... could be the texture scaling? Use /thirdperson to see the player, and then we can see a size comparison between the player and the architecture.

    You ain't a bad mapper! Keep honing your skillz and j00 will become L337.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • BytorBytor Join Date: 2002-11-19 Member: 9323Members
    edited January 2003
    The wall_lab textures are used a lot because they are damn good textures, and there are a lot of variations on the basic wall, plus all the infested versions. Are they <b>over</b>used? That's a matter of opinion, I guess. I don't think so.

    (Edited for typos.)
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    edited January 2003
    well now that it's been proven that my best ever efforts are still crap.. guess i'll be cancelling this map too.

    Oh and I don't use drawmodel 0, i was between holster animations on a weapon switch. don't accuse me of cheating again.

    [edit]
    errm.. Sorry to snap at you guys. Today is a really bad day. I shouldn't make any decisions about anything as my judgement will be clouded. I just need a break that's all.
    [/edit]
  • AcdFReAcdFRe Join Date: 2002-12-02 Member: 10356Members
    don't cancel doom, don't quit....one of theses times u'll be sitting somewhere and you'll think of a really good idea to place in there
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Hey I like the hive. Maybe a bit of solid infestation texture in a cornor behind the hive? It would be perfect then. Also what is the name of that hive? Because if you added a few more monitors/desks you could get away with it being a reception. Room shape is v.nice. Keep it up!
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I think you have a good thing going with that hive, maybe you should use overlays on those white lights so the lights themselves don't look so washed out

    BTW don't give up DOOM, if someone says something is wrong with your map you don't give up, you fix it.
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    What gets me is nobody seems to give a crap that every single map in NS has no infestation over their hive lights, and nobody seems to care...
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited January 2003
    Investation is sensetive against electromagnetic rays in high density, especialy the ones in human-viewable-range (light).
    Thats the reason for the cloaking ability and the reason why bright places rarely get invested and aliens dont like to rest there.
    Could be for saving texture memory, too, but the other reason sounds more realistic.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Good job DOOManiac.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    Oh hell, that map is awesome, granted its a little cookie cutter but I'd like to see it released. As for your alien-growth infested lights, monitors, etc. I've already done most of that for myself. Not hard to do, just a matte in photoshop, and throw the growth (with extreme antiailising) onto the monitor and some such. Piece of cake, takes 30 seconds and you'll be sure not to have a color variance (which will show against the edges)
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    Looks sweet. A hell of a lot better than I can do <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Keep it up!
  • 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
    DOOM, the map is <b>good</b>.

    Please keep going with it.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    <!--QuoteBegin--DOOManiac+Jan 7 2003, 02:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ Jan 7 2003, 02:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What gets me is nobody seems to give a crap that every single map in NS has no infestation over their hive lights, and nobody seems to care...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That didn't bother me at all with your map. I think this does need some work, but with a good amount of effort you should wind up with something that's really great. I do know how you feel, a few times I've wanted to trash whatever I've done, but it'll be worth it in the end.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    Its all been said. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    edited January 2003
    Hey Doom, the map is looking good and has lots of potential. You could add a lot more atmosphere by changing the lighting scheme.

    EDIT: (I'm not talking about the Hive lights not being covered in infestation!)
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