Ns_excession
G0rebash
Join Date: 2003-02-05 Member: 13153Members
<div class="IPBDescription">New Map Being Submitted For Firday 14th</div> Hi guys I just thought I would let the natural selection devs know about my new map so its now too much of a surprise when I submit it for 1.1. I know a lot of the other mappers have kept everyone really up to date with their projects but im more of a cloak and dagger sort <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Anyway my map is called NS_EXCESSION and its 95% complete and I will be completing it over the weekend and then carrying out large playtests at uni where I have 24 players who will test the map for me. I have been mapping consistantly improving my art since the early Q1 days.
The map will include custom sounds, high quality vertex manipulation and good r_speeds.
The basic structure features a large 'backbone' corridor with a high arched roof that connects the 3 hives to the main base with smaller, more dangerous, corridors leading off it. This should hopefully give marines 'safe ground' to launch attacks on the aliens. Each hive has a different look. I aimed to make the hives recognisably part of a marine base but somehow integrated into an organic system. Marines also have a double rp which they should be able to secure from the aliens during the early stages of the game. Dont worry aliens though there is a complex vent system that will give you access to most areas of the map and, if your prepared to risk you hide, even the command post.
I will be posting screenshots shorty and i promise you eye candy. I've seen a lot of 'screenshots' of maps that look quite good then the map turns out to be poor. I assure you that my map will look good from every concievable angle. Basically I try to make my map look good in 3D view so when I compile lighting I have something special *touchwood*.
G0rebash Out
Anyway my map is called NS_EXCESSION and its 95% complete and I will be completing it over the weekend and then carrying out large playtests at uni where I have 24 players who will test the map for me. I have been mapping consistantly improving my art since the early Q1 days.
The map will include custom sounds, high quality vertex manipulation and good r_speeds.
The basic structure features a large 'backbone' corridor with a high arched roof that connects the 3 hives to the main base with smaller, more dangerous, corridors leading off it. This should hopefully give marines 'safe ground' to launch attacks on the aliens. Each hive has a different look. I aimed to make the hives recognisably part of a marine base but somehow integrated into an organic system. Marines also have a double rp which they should be able to secure from the aliens during the early stages of the game. Dont worry aliens though there is a complex vent system that will give you access to most areas of the map and, if your prepared to risk you hide, even the command post.
I will be posting screenshots shorty and i promise you eye candy. I've seen a lot of 'screenshots' of maps that look quite good then the map turns out to be poor. I assure you that my map will look good from every concievable angle. Basically I try to make my map look good in 3D view so when I compile lighting I have something special *touchwood*.
G0rebash Out
Comments
-Kiowa
<img src='http://www.winn.barrysworld.net/corridor1.jpg' border='0' alt='user posted image'>
<img src='http://www.winn.barrysworld.net/corridor2.jpg' border='0' alt='user posted image'>
<img src='http://www.winn.barrysworld.net/corridor3.jpg' border='0' alt='user posted image'>
Skulks man, think of the skulks...
Make sure your map, with it's fancy brushwork and all, is skulk friendly. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I'd say for an unfinished build, with the pics taken at full lighting, it looks pretty darn good. Keep up the good work.
-Kiowa
Anyway I have 20-30 m8ts who will download the map and playtest it for me *thanks the heavens*
Hopefully I will have some samples of the map + lighting some time next week. I'm using orb lighting in the center of corridors to give the entire map a certain 'ambient' level of light so the map doesnt end up reminding everyone of the movie pitch black <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Along the walls I am using prefabed spotlights which I can shine up (or down) the walls to give that really interesting seperated lighting look. I'm trying to use piping and other features to create interesting lighting effects but where such features are lacking im sealing my spotlights in a grilled box - the light shines out of the box and catches on the grills - means I can do funny easter eggs if I want to such as spotlighted text etc but more importantly get a really interesting, continuous contrast in lighting levels over my wall brushes. I'm trying to say sparse on the more intense coloured lighting such as reds and greens so that when I do use it it will prove more dramatic. Obviously the mustard greens in hives etc will be used and all areas will have some form of coloured lighting from computer screens etc but not to a level which engulfs the room. As far as I'm concerned theres nothing worse than a map that looks like an 80s discotech (unless thats the theme your doing ;P appologies to the maker of ns_discotech)
Commander mode seems like it should be fairly smooth and I am endevouring to ensure that features that cover the commanders view will be 'invisible' to the commander only....I have a mate who commands all the time and he has reminded me of this all the time
By the way thank you for reminding me of those poor, scrawny, big jawed skulks I will endevour to make their lives as rewarding as possible
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
thanx guys I'll try and keep you as updated as possible any more tips and ideas would be more than welcome
Here are some more screenies. This time ive decided to give you a view of the 'infested command post' and a few infested corridors....only fair for the skulks to get a chance to see their parts of the map <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
<img src='http://www.winn.barrysworld.net/infestedcom.jpg' border='0' alt='user posted image'>
ENJOY ;D
If you are interested in this map dont hesitate to send me an email: mk38@ukc.ac.uk
<img src='http://www.winn.barrysworld.net/combatcorridor2.jpg' border='0' alt='user posted image'>
<img src='http://www.winn.barrysworld.net/skulkheaven.jpg' border='0' alt='user posted image'>
<img src='http://www.winn.barrysworld.net/corridor4.jpg' border='0' alt='user posted image'>
<img src='http://www.winn.barrysworld.net/hive1a.jpg' border='0' alt='user posted image'>
<img src='http://www.winn.barrysworld.net/hive1b.jpg' border='0' alt='user posted image'>
<img src='http://www.winn.barrysworld.net/hive2.jpg' border='0' alt='user posted image'>
<img src='http://www.winn.barrysworld.net/compost1.jpg' border='0' alt='user posted image'>
do a search for "NS_Wad" on the forums <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
seriously though its a PRE-beta - please remember that...some areas I have bothered to line up the textures other, less important areas will be polished later on. Obiously in the final I dont intend to have textures that just dont match and allow you to make out the vertex lines...thats plain unproffesional...This map is slightly bigger than eclipse (maybe even bigger) and isnt a low detail map either. The level of detail you see in the screenshots isnt just a few pretty areas then the rest big, empty, square, ugly halls - The ENTIRE map is to this detail level. There are several thousand faces in a map such as this...try lining up all those textures then crying cos you have to cut them up again when you add new routes in playtests ;D
Does the map have anything to do with Iain M. Banks? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Yer your right I better ask him before I use his title *fetches ians cell number*
Its ok he said I can use it cos its a single word thats in the english dictionary therefore cannot be coyrighted ;D
Hopefully we will get a situation where the aliens block these 3 routes with ease with walls of 'lame' (lol althought there not lame any more hehe) and the marines will be forced to think like a skulk and find another route....or lose....
Anyway enjoy that <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
ps) the images are down because the friends website i am usign to host them has had all its bandwidth used up by this thread - will be swithching to a new host tonight and uploading some even nicer eye candy to replace the old stuff
If I have to when i have a striaght wall that needs decoration I will do the following:
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