Echo

ParasiteParasite Join Date: 2002-04-13 Member: 431Members
edited April 2003 in Mapping Forum
<div class="IPBDescription">....echo.....echo.....echo.....echo....</div> <span style='color:red'> Layout at bottom</span>

Im nearly finished with the architecture for ns_echo...
Architecture...85%
Texturing...80%
Lighting...60%
Sound
Particles/sprites...0%
NS entities...1%

All these shots have pretty basic lighting for the most part, and are rather dark as a result. I want it to be a darker map overall but not as dark as some of these screenshots may suggest.

R_speeds are below 350 for most of the map, and rarely hit 500...though there is one "problem area" where they hit 626.
I will work that out in time I hope, there is a good amount of detail in the area, but Im still not convinced it warrants r_speeds that high.

So far, I need to build 2 more hive areas, a few small rooms and connecting cooridoors and some vent/passageways. Still need to add res nodes and info_locations.

I still havent even started on the Ready Room, wich will end up being a box by the time the map detail is done <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
What I want to do for the Readyroom is, drop players on a tram platform in a subway station of sorts (As though the had just been dropped off by the tram) where they walk up stairs to a reception area with several gates leading to the different areas of the complex, only 1 of wich is open to military personel....and team joins would be somewhere beyond that gate and presented in an immersive way...but like I said, it will prolly end up a box <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.

and the screenies...19 of em ...<span style='color:red'> </span><span style='color:red'> </span><span style='color:red'> </span>
01.jpg 17.5K
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Comments

  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    edited April 2003
    ...Marine spawn....temporary lighting.
    02.jpg 20.9K
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    edited April 2003
    ...an "outdoor" area near marine spawn, it is being tweeked and is already a little different from those screenies. Dont worry, I have a few ideas about how to keep people from "flying"
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    edited April 2003
    ...I dont know either...
    10.jpg 26.2K
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    edited April 2003
    ...This is my problem area, and those hanging things seem to be the problem :/ R_speeds hit 626 at thier highest point here.
    12.jpg 29.8K
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    edited April 2003
    ...The water has been removed for now... its just too big an entity and is seen all over the map.
    Anyone know the biggest dimensions water can use without being drawn at all times?
    16.jpg 24.5K
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    edited April 2003
    ...A home for my hive.
    19.jpg 23.7K
  • DoctorJuiceDoctorJuice Join Date: 2002-02-13 Member: 212Members, Constellation
    Looks really nice so far. Don't get rid of the hanging things!!!!! Is there any way we could see a layout soon?
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    i think i should stop ;looking at sereenies they make me feel inferiror:)

    that looks **** good
  • SnO0PySnO0Py Join Date: 2003-02-27 Member: 14092Members
    Sweet
    <img src='http://www.unknownworlds.com/forums/uploads/post-4-1049496041.jpg' border='0' alt='user posted image'>
    That REALLY looks like something from aliens.
  • FANoelsonFANoelson Join Date: 2003-04-01 Member: 15104Members
    that "i dont know either" picture is very nice. very abstract. i love it when people make things that make you wonder what engine your looking at.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited April 2003
    that problem area looks great.
    if you want lower r_speeds trry stretched textures first, then take the gaps out of the cylindrical thing or make 4 instead of 6 cylinders.
    some parts look great.

    Dont forget to give that map EAX supporting entities (forgot name).
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    edited April 2003
    <!--QuoteBegin--Parasite+Apr 4 2003, 07:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Parasite @ Apr 4 2003, 07:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ...This is my problem area, and those hanging things seem to be the problem :/ R_speeds hit 626 at thier highest point here. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    (<i>hopefully the image will come through in the quote as well...</i>)

    This area looks amazing!! Definetly a great place for an alien ambush.

    Can Skulks/Lerks fit in those gaps on the hangy things? If so, that'd be a great place to have Cloaking. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Overall, I'm salivating over what I see so far. It has an amazing overall ambience, a great spooky feel to it, and just oozes quality from everywhere. Very, very nice job. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    [<i>edit1</i>] aww dang, looks like the image won't come through in the quote.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    With a name like echo I hope your going to be using a lot of env_sound entities. The largest size an entitiy can be before it's seen everywhere is about 340-360 in any dimension I think.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    In your "problem" room I notice the hanging cylinder thingamabobs look like they are attached to the ceiling? Are they? Because if they are, and they are brushes, that'll be your problem right there. You'll want to give a gap (covered maybe by a func_wall) to keep those cylinders from "breaking up" your ceiling. I can't explain it but if you go to www.thewavelength.net and browse through their old website (it's linked) you'll find some neat tuturials about what's happening there. Anyhoo, if you have dev on, type gl_wireframe 1 or 2 (I think that's it?) to see the polygons themselves. This is a great tool to see if something is being broken up massively, creating bad rspeeds. Wireframe 1 will give you the wireframes you can see, and wireframe 2 will give you the wireframes of all polygons being rendered (wallhack kind of thing). Hope that helps!

    Nice work though, nonetheless! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • erendorerendor Join Date: 2003-02-06 Member: 13180Members
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> i'm the first person to help with the water thing. all yuo need to solve your problem is 2 things, have a guess, then scroll down...

















    2 seperate water entities! and if it still is seen everywhere, 3! as long as you make sure its all fitted together, it will look awesome. happy mapping! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.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
    Nice. A few of the shots remind me of Aliens and Alien 3 and the rest are really Gigeresque (a good thing, I -love- Giger). Great work.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    Thanks for all the replaies guys. I'll save responses for monday, Im exhausted and I work all weekend.

    Heres another screenshot for now...and there should be more in a few days.

    ...Its amazing the amount of detail that seems to "disappear" from a screenshot :/ <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    20.jpg 20.9K
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