Ns_sync (first screens)
badmofo
Join Date: 2002-01-28 Member: 121Members
<div class="IPBDescription">Not your typical ns map</div>ok - so I was suppose to wait till I had more done to wow you guys with...but I just couldn't wait (SORRY CLIFF). Anyways, don't expect more pix any time soon - this is just a teaser. This is where the marines start out - in the right corner you can make out the command station. The cylindrical smoking pods are what the marines use to jetison from their mothership and crashland onto the planet. They hold 8 marines each. The map is based on a working class colony that's obviously gone bad. This is most likely the only part of the map that will be completely outside. I know you guys aren't use to seeing the sun in NS so don't freak out...like i said, this is not your typical NS map <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->. This is only a day's worth of work (and a crappy lighting compile). Undoubtedly some things will be changed/added/deleted. r_speeds max at 750 so far.
BTW - the wall texture was done by my amazing personal texture artist, Cliff Mellangard, make sure to give him props too if you like what you see.
<img src="http://filebox.vt.edu/users/malavi/NS_pix/ns_sync01.jpg" border="0">
BTW - the wall texture was done by my amazing personal texture artist, Cliff Mellangard, make sure to give him props too if you like what you see.
<img src="http://filebox.vt.edu/users/malavi/NS_pix/ns_sync01.jpg" border="0">
Comments
I agree with ChromeAngel that r_speeds of 750 are too high though.
i kinda agree with Ekaj that the texture on the supports (bluish/grey color) dont match up with the wall texture (brown/yellowish) you can just slap a brownish/rust texture on the supports and it would look fine.
i dont think you have to worry about having outdoor areas, as long as it's limited.
Work some more on the pods.
Maybe add some stained parts to the pods - it'd create a nice atmosphere ("Wasn't something attached here when we started?").
Anyway, I'd suggest a little namechange. My first thought when reading the topic was 'OMG! The cut jedi cameos are striking back!'
Awesome shot! I am so super psyched BadMofo made it back to the Dark Side.
As i only have worked 2 days with textures for it.
So i havent had the time to do so many.
But the map will be mostly with the original ns texture guys textures as the textures in the ns wad is yust awesome iam yust filling in the blanks.:)
And the wall textures and others aint finished yet they where yust previews bad boy badmofo.:)
I hope that the original ns texture artist aint disapointed that maybe some of mine gets in to badmofos map.:)
As its only an so called guest apperance in his map as he asked me to and iam such an scifi freak so i couldt say no.:)
Iam mostly full hands of work with uncrossable parallel sorry up mappers that read this that maybe your textures are abit delayed.:)
I agree with most of the comments here so far. r_speeds sound a little high, but probably no big deal, smoke could be randomized, texture on support, etc.
Be careful that the 'floor' of this area doesn't get much rockier or rougher, or the marines will have problems building stuff on it. They can only build on flat-ish surfaces but most of that looks buildable so far.
How about adding some lights to the pods? I like the shape a lot, but they seem almost rock-like. System readouts and status, little lights and animated textured would help. Also, maybe they should be a little bit more streamlined, perhaps with fins or something on the edges, so it looks like it would stay vertical during it's descent. Also, how about blackened, damaged areas where the pods landed? You could also sink them into the ground a bit to show they just landed. Maybe steam slowly wafting out horizontally too?
You might want to make that stairwell wider as well, because it will be used my many people (and aliens) at the same time. I would also add lights or somethig to the stairs, as they are a bit drab in comparison. I think a majestic and dramatic entrance would be fitting here.
Maybe you could add some general sort of electronics, radio spires or cameras or something along those lines to suggest that this area is linked into the commander station system?
As far as custom textures go, I'm going to let Cory speak about that. He's the one that's making sure NS is aesthetically and texturally consistent. I'm sure Cliff can make great textures that fit with the NS.wad.
Keep up the great work.
As for the smoke - it's suppose to look the afterburners are fried and the smoke is blowing in the wind (hence why it's in the same direction)...it actually looks really sweet in commander mode.
As for the pods - they will change a little - i'm sure cliff will come up with some nice custom textures for them, with atmosphere entry burns and all. and I will skew their angles a little different from eachother.
flayra - great advise, as soon as i have time (and learn the particle system) i'll do what you said...btw - i didn't use the particle system to make the smoke...can you make BLACK smoke with your particle system? thanks for the tips
750 is high - but 700 is my allowable max - and you can be damn sure i'm gonna egg that on. i'll get it below 750 - worry not patrons <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->.
and sorry cliff for jumping the gun...i got excited! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->.
well thanx everyone again...back to mapping <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Same thing I thought. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Seriously though, that looks really damn good. That's some of the nicest ground I've ever seen! Can't wait to see it in action.
Yeah the pods need work, but it's just a start for crying out loud!
Oh man thsi map is gonna rock, is the commandcenter really outside? In that case aliens won't have much cover, but then again who needs cover if you're a class 5 alien, i wouldn't change the basic idea of thsi map, It's great to have a different type of map for a change, man it looks like you've got some pretty cool mapping skills, me i have none. Bout the r-speeds dunno what they are, they sound dangerous, i'm sure you'll gind a way to get them down, whatever they are. InterFect0r has faith in you, now go and map me a house!
Very nice shot and very unique in its look.
Not much to say that hasn't been said already. Pods could use some more work, which you know. More details on the outside and definately make the inside of the pods look more like a cockpit with control panels and screens and stuff. Might be cool to have one of the pods lit on the inside, maybe with a redish emergency light type of glow.
Like Flayra mentioned, it would be cool to have some light strips on the stairs, or something to kind of make them look more "dramatic". Plus, it might make sense to have some lights in the scene anyway. Right now it's daytime, but it looks like it would be awfully dark in that courtyard at night.
And I'm fine with Cliff making custom textures for this map, and the same goes for everyone else. In fact there already are some mappers using their own custom maps. But I really do want them to fit the NS world and to match the aesthtic look we have going. And they should be very high quality (which judging by what Cliff's done so far I'm sure they will be), especially if the maps are going to be considered for official release.
The only other texturing I really don't like is along the left wall, the top ridge, it just doesn't sem to fit with anything there. But if custom textures come... <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Otherwise, everyone else has covered the basis, keep up the good work!
Also, about the lights Cory mentioned, it would look real nice if they were switched on, since it seems like the sun is beginning to set.
Nice job badmofo.
well....does that make me the copier or the one who's been copied? nice map...nice idea... I guess my map will have to change... (ie the one I came up with long long ago)
Apart from the already mentioned problems, maybe the ground could have 'craters' or build ups of mud/earth around the front of the pods to make it lok like they did actually land there? (If you throw something into the ground at an angle you always get this ad it would look great!<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
I think I will have a little outdoor in my map too.
As originally so did badmofo and i decide to wait untill we had made about 80% of the map untill we displayed any.
But badmofo where unpatient and displayed it really early as we only have worked on it for about 2 days.
But i understand him as that early shoot does look cool. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
And i was still working hard on the textures for it.
As the wall texture wasent finished and all as it was an preview i sent to him to get his opinion on it.
But be patient as badmofo mentioned some exclusive shoots for the readyroom soon i think.
I finished the pod texture for the outside yesterday so the one displayed where only an temporary.
And i do agree on that badmofo is an kick ### mapper so iam working hard on giving his mapping skills justice with my textures. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
The up texture guy <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
It's guys like you that inspire me to jump into having a go at mapping and texturing myself (albeit with amazingly bad output). I really can't wait to play this, but i'll probably get eaten by an alien whilst just looking around at the beatifull scenery and sunset <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
keep up the great work! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
So will i yust post some texture previews but keep in mind that iam still working on them and that some will not be used its up to badmofo as i send all the textures in different versions to him to choose from.
And the shiny wall textures have i done in differrent versions with different amount of rust and dirt on will yust have to see wich version badmofo neads for ns sync. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I do yust wish i had more time as it always seams to be an shortage of time to paint.
As i only paint gfx on my spare time after work. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->