KassingerShades of greyJoin Date: 2002-02-20Member: 229Members, Constellation
I like the green lighting as well, but maybe only having this style in parts of the map would be a good idea?
Everyone would know where the 'green area' of the map is when marines/aliens discussing routes etc. It does look very clean, and I think that looks cool but, yeah, put in more 'dirty' stuff to make Flayra & Co. accept the map. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Looking very nice, doctopepa. What kind of texture would you use around the glass in place of the concrete texture? This is something I have often struggled with. BTW, coil, I'm pretty sure that button is in the ns.wad.
Lookin like System Shock 2...Clean...deadly...and sweet. I'm lovin it...Amazing texture usage, and architecture. The glass floor is cool too, maybe a few more braces on it? I personally think the glass wouldn't hold much...or you could make it thicker....Can't really tell the thickness right now tho.
Thanx for your opinions. But remember the map is not done yet. There is plenty of time to tear down and set fire to the place...
And the green stays. <!--emo&:angry:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/mad.gif" border="0" valign="absmiddle" alt=':angry:'><!--endemo--> <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
DruBoBack In BeigeJoin Date: 2002-02-06Member: 172Members, NS1 Playtester
<!--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-->Lookin like System Shock 2<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
I was going to say that!
Anyway, nice work docto, I'd say a good way to mess it up a little bit would be to just break up those striplights and add carbon scoring as you get closer to the hive. No need to have the infestation all over the place, but there definitely should be battle scars.
<!--QuoteBegin--Mouse+May 16 2002,17:37--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Mouse @ May 16 2002,17:37)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->from what i gather, you can have level over level if you can see the bottom level. so glass floors are ok, as are elevators<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> the glass isn't an elevator,but the floor around it <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> also u can't have overlaying not for a simply viewing problem, but because the commander can't interact with the inferior plane. it's acceptable just if the covered area is small
Looks very polished. But I like the idea that came up earlier calling parts by "Green Area." Maybe different sections could use different lighting colors.
You can have level over level if you can have an unblocked view from above when looking at the spot in an offset fashion. Basically, looking at the spot where it's off to the side... Lemme try a picture..
The O is the commander. The _'s are walkways. This is a side view. If you note... you can draw a straight line from the commander to each walkway. You can see both spots from the O.
That's when you can use level over level. When you can see both levels from the commander view.
I just read the reply about the buttons and them looking familiar etc etc... and his reply about them being either from ns.wad or ns_wad.wad - I'm not sure about ns.wad but I can vouch that they aint in my wad and I didn't take my textures from anywhere...that's why I call them my textures <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<!--QuoteBegin--Moleculor+May 16 2002,20:18--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Moleculor @ May 16 2002,20:18)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->You can have level over level if you can have an unblocked view from above when looking at the spot in an offset fashion. Basically, looking at the spot where it's off to the side... Lemme try a picture..
The O is the commander. The _'s are walkways. This is a side view. If you note... you can draw a straight line from the commander to each walkway. You can see both spots from the O.
That's when you can use level over level. When you can see both levels from the commander view.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> really??? :o but how can the commander give orders, place a cannon and so on? if he wants to put a siege-cannon in the inferior walkway,how he can if there's a walkway in the middle? he would put it on the upper walkway! like is described in the map guidelines...or what is changed now?
See, you're not quite thinking 3D yet though. You can still look at both the ground floor and the walkway if you're hovering over to the side, rather than looking straight down from above. Therefore, you can place buildings under the walkway, because you can -see- under the walkway.
If I have to, I'll go into T3h H4mm3r and build an example to take a screenshot from, but I'm hoping that 2D from the side shot is enough.
Here, let me improve that picture...
.O........| .........._| ............| _ _ _ _ _|
There. Now it actually has a floor. I exaggerated the position of the commander just to give you a better idea of how this works. Pretend the O is the commander, and he's looking down at the floor, which is that _ _ _ thing. The |'s are a wall with a single walkway going along it (the single _). He can look and see both the walkway and the area under the walkway from this vantage point.
However, THIS:
.O........| _ _ _ _ _| ............| _ _ _ _ _|
Would NOT be ok, EVEN if the top floor was glass. The view has to be TOTALLY unobstructed, func_seethroughs not withstanding.
just remember i never said nothing about copied textures <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
A walkway underneath another walkway!? Wow, this game is going to be cool! Can't wait 4 release! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
Seriously, wouldn't it be cool if we were allowed to make small tunnels that the commander couldn't see. Maybe we can?
<!--QuoteBegin--Moleculor+May 18 2002,20:46--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Moleculor @ May 18 2002,20:46)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->See, you're not quite thinking 3D yet though. You can still look at both the ground floor and the walkway if you're hovering over to the side, rather than looking straight down from above. Therefore, you can place buildings under the walkway, because you can -see- under the walkway.
If I have to, I'll go into T3h H4mm3r and build an example to take a screenshot from, but I'm hoping that 2D from the side shot is enough.
Here, let me improve that picture...
.O........| .........._| ............| _ _ _ _ _|
There. Now it actually has a floor. I exaggerated the position of the commander just to give you a better idea of how this works. Pretend the O is the commander, and he's looking down at the floor, which is that _ _ _ thing. The |'s are a wall with a single walkway going along it (the single _). He can look and see both the walkway and the area under the walkway from this vantage point.
However, THIS:
.O........| _ _ _ _ _| ............| _ _ _ _ _|
Would NOT be ok, EVEN if the top floor was glass. The view has to be TOTALLY unobstructed, func_seethroughs not withstanding.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> Oh well! but this i knew! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> i confused cos u wrote that your 1st sketch was a side view while it's a front view. Btw,certain! if the room is large and u have apart 2 walways it's ok,but if walways are level over level with no way to shift on the sides, LIKE IN THIS CASE where the only opened space is the elevator(WHEN IS DOWN).
Comments
Everyone would know where the 'green area' of the map is when marines/aliens discussing routes etc.
It does look very clean, and I think that looks cool but, yeah, put in more 'dirty' stuff to make Flayra & Co. accept the map. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
What kind of texture would you use around the glass in place of the concrete texture? This is something I have often struggled with.
BTW, coil, I'm pretty sure that button is in the ns.wad.
some use of blue would look exelent those colours look 4 shure exelent(colour circle of Itten)
Thanx for your opinions. But remember the map is not done yet. There is plenty of time to tear down and set fire to the place...
And the green stays. <!--emo&:angry:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/mad.gif" border="0" valign="absmiddle" alt=':angry:'><!--endemo--> <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
I was going to say that!
Anyway, nice work docto, I'd say a good way to mess it up a little bit would be to just break up those striplights and add carbon scoring as you get closer to the hive. No need to have the infestation all over the place, but there definitely should be battle scars.
The buttons come from either the ns.wad or the NS_Wad.wad.
If i had stolen a texture from another game i'd atleast mention it.
the glass isn't an elevator,but the floor around it <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
also u can't have overlaying not for a simply viewing problem, but because the commander can't interact with the inferior plane. it's acceptable just if the covered area is small
<!--c1--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Code Sample</b> </td></tr><tr><td id="CODE"><!--ec1-->
....O.....|
.........._|
...........|
.........._|
<!--c2--></td></tr></table><span id='postcolor'><!--ec2-->
The O is the commander. The _'s are walkways. This is a side view. If you note... you can draw a straight line from the commander to each walkway. You can see both spots from the O.
That's when you can use level over level. When you can see both levels from the commander view.
<!--EDIT|Moleculor|May 16 2002,19:20-->
<!--c1--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Code Sample</b> </td></tr><tr><td id="CODE"><!--ec1-->
....O.....|
.........._|
...........|
.........._|
<!--c2--></td></tr></table><span id='postcolor'><!--ec2-->
The O is the commander. The _'s are walkways. This is a side view. If you note... you can draw a straight line from the commander to each walkway. You can see both spots from the O.
That's when you can use level over level. When you can see both levels from the commander view.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
really??? :o but how can the commander give orders, place a cannon and so on? if he wants to put a siege-cannon in the inferior walkway,how he can if there's a walkway in the middle? he would put it on the upper walkway! like is described in the map guidelines...or what is changed now?
If I have to, I'll go into T3h H4mm3r and build an example to take a screenshot from, but I'm hoping that 2D from the side shot is enough.
Here, let me improve that picture...
.O........|
.........._|
............|
_ _ _ _ _|
There. Now it actually has a floor. I exaggerated the position of the commander just to give you a better idea of how this works. Pretend the O is the commander, and he's looking down at the floor, which is that _ _ _ thing. The |'s are a wall with a single walkway going along it (the single _). He can look and see both the walkway and the area under the walkway from this vantage point.
However, THIS:
.O........|
_ _ _ _ _|
............|
_ _ _ _ _|
Would NOT be ok, EVEN if the top floor was glass. The view has to be TOTALLY unobstructed, func_seethroughs not withstanding.
<!--EDIT|Moleculor|May 18 2002,19:55-->
A walkway underneath another walkway!? Wow, this game is going to be cool! Can't wait 4 release! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
Seriously, wouldn't it be cool if we were allowed to make small tunnels that the commander couldn't see. Maybe we can?
If I have to, I'll go into T3h H4mm3r and build an example to take a screenshot from, but I'm hoping that 2D from the side shot is enough.
Here, let me improve that picture...
.O........|
.........._|
............|
_ _ _ _ _|
There. Now it actually has a floor. I exaggerated the position of the commander just to give you a better idea of how this works. Pretend the O is the commander, and he's looking down at the floor, which is that _ _ _ thing. The |'s are a wall with a single walkway going along it (the single _). He can look and see both the walkway and the area under the walkway from this vantage point.
However, THIS:
.O........|
_ _ _ _ _|
............|
_ _ _ _ _|
Would NOT be ok, EVEN if the top floor was glass. The view has to be TOTALLY unobstructed, func_seethroughs not withstanding.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Oh well! but this i knew! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> i confused cos u wrote that your 1st sketch was a side view while it's a front view.
Btw,certain! if the room is large and u have apart 2 walways it's ok,but if walways are level over level with no way to shift on the sides, LIKE IN THIS CASE where the only opened space is the elevator(WHEN IS DOWN).