ns_deus update thread

24

Comments

  • Crono5Crono5 Join Date: 2003-07-22 Member: 18357Members
    Hey.

    I would just like to say, I can't wait. I... can't. Seriously. I mean, it's like.... Wow... And then, it's like... Wow... And... Wow. I really like the architecture, it's very creative and original. As for the secuirty checkpoint, looks like a lot of fun and Skulk-enduced heart attacks. Summary is, keep at it. It's pure goodness, I can't wait to play it.

    BTW, that girl on your signature and avatar kinda creeps me out... It's all old and such.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--chubbysteve+Jul 22 2003, 06:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chubbysteve @ Jul 22 2003, 06:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> First: Your animated comp screen might dangerously add to textures limit. Be careful.

    Second: Overall Your white lighting comes off as dull and bland. To retain that whiteness but spice things up alittle bit, I've found you should use a tiny little bit of blue in your white lights (really still looks white). A RGB value of 191 191 255 works well and doesn't look blue (nor that dull grey).
    I like the texture reworks but I pray that nos wall red rework is a smoother blend (higher quality) in game.

    Finally: Floor lighting. Lets see some fun shadows, bright lights. I look at your floors and they are all quite dull and uneventful. Some neat light play would be nice to see there. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The textures limit? If you mean no more than 4mb of textures, i'm at around 300-400kb right now, and i have quite a number of custom / reworked textures.

    The blue lights idea, when working generally with grey is a good idea, if i wanted blue. I'm trying to keep each section colour coded (if i can be arsed to continue that idea). Blue lights with a red theme just wouldn't "go". Just trust my designer instict with this one. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    And as for the quality of textures, well, there's nothing i can do there. Short of scaling the images to 50% or whatever, there's nothing i can do about half-life blurring my textures. I assure you they're being made with the exact same dimensions and constraints of any other texture. The HL engine limitations are hardly anything i can do about . <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    I think the key thing you're missing is, as much as people hate the mention of this, realism. I know this is sci-fi, set in the future and whatever, so it's not a realism mod, but at least i want to create a ship that wasn't created by an engineer but created by an architect. If you see what i mean. Therefore there would be floor tiles, not some elaborate grating system, and you'd rarely find an open fan above your head.

    But thanks for the constructive criticism all the same, all the points will be taken into consideration for the continuing work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Make that nice reskinnedresnode for download? Please <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--Thursday-+Jul 23 2003, 12:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Jul 23 2003, 12:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Make that nice reskinnedresnode for download? Please <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    As i've stated in my first post i'm not releasing anything to the public that is specific to this map until after it gets "showcased" in this one. Call me selfish, or whatever, but i'm making these for my map and it doesn't seem fair to let other people use them before i even get a chance to. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Don't worry, however, as soon as this map's done all models, textures and so on will be available for use, as long as the correct credits are given, etc.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    I've taken it upon myself to waste a little of my spare time at work mapping. Due to the fact that i'm at work and don't (also can't) have Half-Life installed, i can't test this stuff. So lighting and texturing is right now out of the question. But this does mean that i get a little more time to work on my map.

    And so this starts, i'm going to be posting, every so often, screenshots of new corridors and architecture i'm working on, any feedback would be greatly appreciated. Just bear in mind i'm using a single default texture (that i had to make myself, gah) and these are posted straight from Hammer, since i can't run them ingame yet. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Please, critique my architecture. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    <!--QuoteBegin--::esuna::+Jul 6 2003, 08:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (::esuna:: @ Jul 6 2003, 08:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just a thought as well... Well, more a question.

    Would you guys think it'd be a cool idea to have different colour variations on textures to symbolise different "sectors" of the map. So not only do you have the minimap, waypoints and location texts to go on, but also you have a colour indicator which "sector" you're in.

    Just a suggestion i'm throwing around in my head.... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Remember the first level of Half-Life, where you get to wander around and get your HEV suit before you go off to end the world? That level had a very nice approach to this idea, where colored lines on the walls indicated where you were supposed to go to get to different areas. It's intuitive, simple, and not very "in your face." Maybe you should try something along those lines. BTW, if you have no idea what I am talking about, just go back and play the first level of HL; you'll see what I mean pretty quickly.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    If that vhe image was in orange it would look like a HL2 developer shot <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    <!--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-->I think the key thing you're missing is, as much as people hate the mention of this, realism. I know this is sci-fi, set in the future and whatever, so it's not a realism mod, but at least i want to create a ship that wasn't created by an engineer but created by an architect. If you see what i mean. Therefore there would be floor tiles, not some elaborate grating system, and you'd rarely find an open fan above your head.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Are you saying here, that you are trying to build a 'realistic' and rational construction to your map, so that it's more believable, or are you saying - "hey give me some slack - it's not all that real and I can have something out of the ordinary if I want"?

    <!--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-->Remember the first level of Half-Life, where you get to wander around and get your HEV suit before you go off to end the world? That level had a very nice approach to this idea, where colored lines on the walls indicated where you were supposed to go to get to different areas. It's intuitive, simple, and not very "in your face." Maybe you should try something along those lines. BTW, if you have no idea what I am talking about, just go back and play the first level of HL; you'll see what I mean pretty quickly. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    If you don't remeber that, you haven't gone around slaughtering enough scientists in your time <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--chubbysteve+Jul 28 2003, 10:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chubbysteve @ Jul 28 2003, 10:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Are you saying here, that you are trying to build a 'realistic' and rational construction to your map, so that it's more believable, or are you saying - "hey give me some slack - it's not all that real and I can have something out of the ordinary if I want"? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    What i'm basically saying is that in the future, i'm sure they had such a thing as interior designers.

    If a spaceship was designed to have crew on it, it should at least look like it was inhabitable, that's what i'm trying to get at.

    And yeah, the test texture was inspired by HL2's format, i'm going to do textures for ladders, grates and handrails sooner or later. Maybe, at least.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Architecture, ok. Looking like it was inhabited? hmmm... add a citchen, restrooms, a cinema, waste handling, fitness rooms, equipment and well accessible storage room including a fridge. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    You can't have it all. It is still a game and what's more it is in the HL engine. But so far it looks good even if your people would have to throw their waste in some corner of your corridors.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    Ok, ok, i'll make waste baskets and litter them around appropriately too. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Here's another idea i've been playing with, barn doors for monitors, i noticed some in the Doom III trailer and thought i'd experiment.

    What do you think of them (the texture is a placeholder at present, i will do a proper one soon)?
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    (Sorry to bump this)

    But as you may have noticed, Coil's been lovely and changed the thread name from "My New Mappage" to something with a bit more meaning. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Cheers dude.
  • armgimpeharmgimpeh Join Date: 2002-12-14 Member: 10783Members
    This kicks my arse so hard it hurts.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited July 2003
    Right this is turning into a lovely map. Problem is the architechture in areas is so pitiful, then you go and do something good like that VHE shot! You got to keep up the consistency, it will make your map alot better. I have recently gone back and done 2 sections of my own map again, try it out. The lighting is a little bland, the "barn doors" on monitors looks great, your overall theme is nice.

    Also was your marine start inspired by the Hera reception and the new Hera marine spawn? If so its nice that someone uses over peoples ideas and personalises it to their own, and doesn't just copy. Good job.

    [EDIT] Make your floors more interesting. A good example you see in NS of different scale floors in particular is eclipse. Try stairs, ladders and slopes. For inspiration look straight towards Eclipse and study where the floor changes and ask yourself...Why. If you can't figure it I guess KFS could explain why he does what where.[/EDIT]
  • 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
    edited July 2003
    I'm not sure of the wisdom of mapping in HL by constructing the architecture and then texturing it all. It works in HL2 because it supports a much higher level of detail, but in HL, the best way of building interesting architecture in my opinion is to build around textures, i.e. where a texture looks like it might protrude in a certain area, build a brush to actually make it protrude.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    I've found it a lot easier to build first and texture second. This is mainly because i used to build the architecture around the textures and everything just looked so bland. I prefer to design some cool looking architecture then texture it over. It seems to "fit" a lot better this way, at least it does to me. I just find it a hell of a lot easier to work with.

    I've been slacking on textures tbh, i have far more to do and i've just not got round to it. I've been repeating texturres so much it's not funny. Heh.

    As to the floors, as i've continued i've also noticed them getting more and more boring. I'm just working on a new area at the moment, then i've got to import that new corridor in the VHE screenie. But then i'll go back on myself and start redoing some floors. But in all honesty, i'm trying to keep them "practical". Again, more textures will be coming any time so that will add a bit more variety, but all your comments have been taken to heart, it will be sorted. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Thanks for all the positive feedback as well guys, i swear, hearing feedback from my screenshots, good or bad, just keeps inspiring me to continue. This is as much your map as it is mine, if you have a cool idea that you think will fit, tell me and i'll take it into consideration.

    When they're retextured, the barn doors are staying, cheers for the feedback! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • armgimpeharmgimpeh Join Date: 2002-12-14 Member: 10783Members
    Then I shall re-iterate.

    This maps kicks my arse so bad it hurts.

    I'll keep saying that every so often until you finish the map. And probably a few times after too.

    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--[arm]gimpeh+Jul 29 2003, 11:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([arm]gimpeh @ Jul 29 2003, 11:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Then I shall re-iterate.

    This maps kicks my arse so bad it hurts.

    I'll keep saying that every so often until you finish the map. And probably a few times after too.

    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Lol, cheers. While it's grately appreciated if you do, the occasional feedback on what you think can be improved wouldn't go amiss. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ka0ska0s Join Date: 2003-04-19 Member: 15657Members
    deus ex? lol I love that game
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--ka0s+Jul 30 2003, 12:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ka0s @ Jul 30 2003, 12:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> deus ex? lol I love that game <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No, deus. Latin for "God".

    The backstory, which i'm writing, goes into the matter. This story has entirely changed from the original idea.

    In brief, "Deus" is a repopulation ship. Think Titan AE. It has the ability to entirely terraform a planet and convert it's atmosphere to be inhabtable by humans. It also has the functionality to create plants, lakes, rivers, mountains and oceans. Think of this ship being an automated man-made God, 'Cause that's what it is.
  • armgimpeharmgimpeh Join Date: 2002-12-14 Member: 10783Members
    I can't really see anything that I think can be improved. It just all seems rather good to me.

    PS. This maps kicks my arse so hard it hurts.

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    Little update. Since playing around with this frapps program or whatever it is, i've knocked up a quick little video of marine start of deus. It weighs in at just 2.2mb, and is DivX encoded.

    <a href='http://deus.org.uk/files/deus.avi' target='_blank'>Clicky here for the vid</a>.

    I warn you, this is just marine start / security checkpoint. I may knock up a preview of the famous locations, overlay some music and so on. But that won't be for ages. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • 343_guilty_spark343_guilty_spark Join Date: 2003-06-18 Member: 17462Members
    I love the look of this map so much i downloaded DivX to watch it, needless to say i wasn't dissapointed <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    I'm gonna drop my 2c in here again.

    My god this map is <b>so</b> sweet. I really wish I could do that. But is there going to be a backwash maintence area? Like with dripping water, moss, all run down like? Because that would be absolutly perfect for part of the atmosphere. Like having a big duel door airlock separating the two areas, like in the beginning of half life. But something that really spices up maps that ive found out is the occasional broken pipes with steam shooting out, dripping water, fallen pillers, broken tiles on the floor, a pulled up plate on the wall, a large chip taken off the corner, maybe a half broken door that can barily function that has a ton of sparks flying out of it?

    Man, this map is really great. But this is a ship right? <b><i><u>Make sure</u></i></b> you add those large windows running on the side of the corridors. It <i>really</i> opens up the map. If you have a beautiful backround image with planets and what not, absolutly amazing. Just imaging walking down a long corridor with a window running all along yoru left side, with blue/red light shining in from the reflection of the stars by the planets. Really, really makes the map great.

    I LOVE YOUR MAPP!!!!!!!!
  • Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
    Nice lookin in the video! It gives a better look at the details than plain screenshots.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    edited August 2003
    Well i have been adding windows, the readyroom especially, but i'm on the lookout for a nice skybox texture, the default Half-Life "space" skybox is plain to say the least.

    Also there will be the usual gritty maintenance areas, but it won't be something like you go through a door and suddenly it's all nasty and dirty, i will have another security checkpoint to keep the workers out of the crew district, and the crew out of the maintenance district. Notice, i use the word "district". This ship is of immense size. It's divided in a way like System Shock 2 was, a crew floor, a medical floor, and so on, except instead of using different decks so much, it's divided into "districts".

    Thanks for the feedback guys, it helps.

    I'd also just like to welcome enf0rcer on board doing textures for me, i've been rather sloppy with making textures as of late and he's offered his services. Thanks buddy, this is a big help! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    Ok, i've started work on some of the "Maintenance District" areas. The following two posts will have the area called "Power Relay". Sorry these shots are just the bare architecture from hammer, but they give you a fair idea. On the platform in the middle will be a res point, just so you know.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    And the second....
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    Bugger, would help if i remember to attach the image.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    Its hard to tell without the texturing but you seem to have some solid architecture here. I like the res point, and the computers (I think, tell me if im wrong). Just one point, the top area above the comps seems a bit plain to me but that'll all depend on the textures used afterwards...keep on the good work.
  • acer_r1acer_r1 Join Date: 2003-03-11 Member: 14397Banned
    woah this map is gonna pwn my face when it comes out, keep up the good work!11...
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