My first map,screenshots, and a few questions

BadgerBadger Join Date: 2002-05-04 Member: 575Members
<div class="IPBDescription">Click already!</div><img src="http://www.auction.2y.net/user/mr_badger/shot1.jpg" border="0">
<img src="http://www.auction.2y.net/user/mr_badger/shot3.jpg" border="0">

Here are a couple of screens from the first map I ever did, ever.
Considering how new I am to this, I dont think they looks too shabby

Now, brace yourselves, here come the questions:

-How can I rotate a brush?
-I only seem to be able to make blocky rooms, I know about the "wedge" and "cylindre" Primitives, but isnt there any easier way?
-How do I implement those funky effects (My map has fog but I copy pasted the entity from the sample map, like the ####### that I am)
-Speaking of fog, env_fog doesnt seem to be working, not even on the official fog-test (I run the game in OpenGl)
-Those textures featuring a blue background, how do I hide this bluish incarnation of ugliness?
-Can I copy-paste entire sections of my level?
-Because of leak Problems, I surrounded my creation with a big hollow box, no one else seems to be doing that, Is it dangerous?

Sorry for that wild barrage of questions, I hope someone will be able to help me.

Comments

  • PranksterPrankster Join Date: 2002-05-04 Member: 576Members
    wow, the lighting is good, this map certainly has promise! i am gonna try my hand at mapping too. keep up the great work badger.
  • Spyder_MonkeySpyder_Monkey Vampire-Ninja-Monkey Join Date: 2002-01-24 Member: 8Members, NS1 Playtester, Contributor
    I love the lighting in both of your shots, I only have two things that bug me in that first shot. 1) What is that red thing on top of the stairs on the left? Maybe it's just because I can't see all of it, but it seems out of place. 2) The greenish floor to the right looks artificial. I'm not sure what effect you were going for there, but it just reminds me of an astroturf kind of feel.

    2nd shot is bee-utiful though. I love the dark lighting and the hazy fog look you have going there.



    <!--EDIT|Spyder Monkey|May 03 2002,20:24-->
  • BadgerBadger Join Date: 2002-05-04 Member: 575Members
    The wierd red thing is actually a light texture, you cant notice it very well on the shot.
    And the green floor is actually water, it doesnt move because that would ruin the lighting in the room. (Or is there a way to make it move and have normal lighting?). This is only a testmap however, and probably never will be completed.
    Anyways, I appreciate the feedback.

    <img src="http://www.auction.2y.net/user/mr_badger/shot2.jpg" border="0">

    Is that better?
  • Spyder_MonkeySpyder_Monkey Vampire-Ninja-Monkey Join Date: 2002-01-24 Member: 8Members, NS1 Playtester, Contributor
    That makes a little more sense now that I know it's water. Couldn't really tell in the shot. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • BadgerBadger Join Date: 2002-05-04 Member: 575Members
    Yeah, I edited map and post, I actually think it looks better now.
    But I really need those questions answered by a mapper, or else I'll never improve. Thanks in advance

    (PS: Nice community, many talented people, I'll be around for a while, hopefully)
  • Spyder_MonkeySpyder_Monkey Vampire-Ninja-Monkey Join Date: 2002-01-24 Member: 8Members, NS1 Playtester, Contributor
    Well, while I can't help with the questions, (I couldn't map if my life depended on it <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->),I can keep bumping this back up to the top of the foodchain. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    Yeah, that last shots looks really great, and I can even tell that it's water, lol. If you ever considered finishing this map, I have a few questions.

    Is this small partially submerged room leading to anything? If it doesn't, I think a resource node down there would look great, especially with some bubbling particle effects from the nozzle if that's possible. Also, that will give both sides a reason to go down there in the first place. I can see lots of Alien ambushes happening from that dark spot to the left.

    Welcome to the community... you're correct, we have many talented mappers and artists in this community, and I promise you that if you keep posting your work, you'll receive nothing but constructive criticism from us. Enjoy your stay.



    <!--EDIT|Spyder Monkey|May 03 2002,21:29-->
  • BadgerBadger Join Date: 2002-05-04 Member: 575Members
    I was just fiddling around a bit with worldcraft, I might make something out of it, We'll see, We'll see.



    Great, my provider seems to be down.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    -How can I rotate a brush?

    In worldcraft or the valve hammer CTRL-M brings up a window that lets you scale and rotate by a given amount.
     If you keep clicking on a selection the 'handles' change, when you get the round handles you can drag them to rotate the selection mannually.

    -I only seem to be able to make blocky rooms, I know about the "wedge" and "cylindre" Primitives, but isnt there any easier way?

    Build all the sufaces of your room up from primative brushes, don't use hollow.

    -How do I implement those funky effects (My map has fog but I copy pasted the entity from the sample map, like the ####### that I am)

    Which funky effects?

    -Speaking of fog, env_fog doesnt seem to be working, not even on the official fog-test (I run the game in OpenGl)

    Can't help you there

    -Those textures featuring a blue background, how do I hide this bluish incarnation of ugliness?

    Turn the brush with the blue backgrounds into an entity.  Set the rendermode to solid, render amount to 255 and the rendercolor to blue.  That will make the blue bits totaly seethough.

    -Can I copy-paste entire sections of my level?

    Yes.

    -Because of leak Problems, I surrounded my creation with a big hollow box, no one else seems to be doing that, Is it dangerous?

    It slows down the compile, the gameplay, increases filesize and most of all commander mode won't work.  Learn how to fix leaks and get rid of the box.

    Valve ERC (URLs in one of these topics) will have answers to most of these common mapping questions.  This forum is more inteneded for NS Specific mapping questions.



    <!--EDIT|ChromeAngel|May 04 2002,13:06-->
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    <!--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-->
    -Those textures featuring a blue background, how do I hide this bluish incarnation of ugliness?

    Turn the brush with the blue backgrounds into an entity.  Set the rendermode to solid, render amount to 255 and the rendercolor to blue.  That will make the blue bits totaly seethough.
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    That's a bit of overkill... all it truly takes is Rendermode Solid, and -any- renderamount between 1 and 255.  Rendercolour is ignored this case - otherwise the entire brush would be blue.

    (I use 1, simply because it's less keystrokes <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->)
  • BadgerBadger Join Date: 2002-05-04 Member: 575Members
    Thanks everyone, I really appreciate it.
    By funky effects, I had sparkles, beams and bouncing light bubbles in mind.



    Here are a couple more shots, it wont be part of any complete map, but feedback is still greatly appreciated.

    Oh, and one last thing, does anyone know of a nice texture pack I could use?

    <img src="http://www.auction.2y.net/user/mr_badger/shot5.jpg" border="0">

    <img src="http://www.auction.2y.net/user/mr_badger/shot4.jpg" border="0">
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    You might already know this but..

    When making a map the main that you want to have is low r_speeds.  You can have an amazing looking map but if the r_speeds are too high people will lag and freeze when on the area of your map.  To see your r_speeds open console and type r_speeds 1.  The second number, w_poly, is your r_speeds.  Try to keep all r_speeds lower 600 and in high traffic areas under 500*.  The readyroom really does not matter becuase no action takes place.

    *Those numbers are the general area of where your r_speeds should be.  I am a poor mapper and maybe a better mapper can give you better numbers.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    erm, the ns.wad (though u obviously already are) its one of the best wads -ever- made
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    YOu've got good Ideas architectually, but my biggest nitpick here is your light fixtures/textures. they seem to be either too blocky (as in the brush shape, but you're learning, and with some fooling around with the vertex tool, you can make some better ones) or the texture has been stretched too much to make it fit.
    Keep at it.
  • BadgerBadger Join Date: 2002-05-04 Member: 575Members
    Thanks, I took your advice in consideration while making this, it still feels a bit blocky and unnatural, though

    <img src="http://www.auction.2y.net/user/mr_badger/shot8.jpg" border="0">


    I hope it doesnt bother anyone having their screen crammed full of Big images, I think i'll just post the link next time.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    those are some of the best pics i've seen for a first map.  i really like the lighting.  good job man.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    That looks really good badger, keep it up, and i REALLY love that particles you made in the last pic.
  • BadgerBadger Join Date: 2002-05-04 Member: 575Members
    Dont worry, I just stole it from an official test map.
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    The blocky feeling you refer to I think I can help you solve:

    If you think of your basic hall as a really stretech out cube: it's long straight, and if you stare at it hard enough in zero-g you feel like you're falling down a hole ie: it makes you want to go from one end to the other and not stop between. with your hallway you've basically added some racing stripes to the tunnel with the pipes running along the length of the corridor. The pipes do nothing to break up the eye from travelling along the corridor to the end because they are parallel with the direction  that the eye wants to travel. now, if you put some support collumns between the pipes (but not too often or the effect will be ruined), it'll make the eye stop every now and then when it passes over the collumns on it's way down the end of the hall. your ceiling suffers from a similar problem. putting some sort of girder across the roof every now and then will help a lot, and, since this looks near a hive (creep texture), if you have one of the girders bent/broken and hanging down (but not down so far that it interferes with traveling down the hallway) it'll put in a huge break in the visual path along with everything else that will completely destroy the blocky feeling.
    Keep at it. your first map looks a helluva lot better than mine



    P.S. Incase anyone was wondering, while I may be sober that does not mean sane 8P
  • BadgerBadger Join Date: 2002-05-04 Member: 575Members
    You're right, I've updated my architecture, lighting or textures havent been done yet.
  • BadgerBadger Join Date: 2002-05-04 Member: 575Members
    And here's the second one

    Dont pay attetnion to the background, I've surrounded it with a big box, It'll get removed once I make the rest.
  • BadgerBadger Join Date: 2002-05-04 Member: 575Members
    Ok, scrapped everything and started working on a real map, with everything and some original gameplay. I'll be building it with another mapper, so there will be two of us on it, I'll try to post some screesnshots soon.
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