looks very kewl! And it looks even cooler with higher contrast. GJ!
The only bad thing I can see is the use of the old(!) hl1 lamp texture. You could insted try to use a more "NS" looking one. For exampel light_strip3 (light on) and light_strip3a (light off).
sorry 56kers, but here we go <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> first half...
That's great Mazy. But I think the white lights makes some areas look really gray and booring. Maybe you should try give them just a little color. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
oh yah, heres an overview of the map (couldnt be buggered to put res nodes on ;B) <a href='http://www.mazy.net/maps/ns_mazion/ns_mazion_b3/ns_mazion_b3_layout.jpg' target='_blank'>http://www.mazy.net/maps/ns_mazion/ns_mazi...n_b3_layout.jpg</a>
btw drunkenmonkey, i actually used the sort of bland lighting to create a contrast to the colorful lighting in the rest of the map, so its actually intended, but i suppose i could make it a tad yellow or sumthing.
Stunning. I think there is one major problem with it tho, the trn~ns texture is almost always lit, you have long corridors of it, break it up a bit. Would add a bit more ambience.
Hmmm would you mind passing me some Mazynade? Thanks.
PS: A can of Mazynade in a world model put on the table would look really cool.
mmm really amazing work. I like it. Maybe, as druken said, its a bit "boring" color when you have th white lights around, but if you mix it a bit more with blue or orange, itll look better imo. Anyway, gw.
It's like a rainbow collided with a space station and spawned some sort of **** child.
But not in a bad way; more like an acid-trip, "Oooh look at all the pretty colors kinda way"
Keep up the good work, can't wait to play it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Very nice indeed, it looked too much like eclipse at first imo but with this new purty lightning it doesn't anymore. I'm looking forward to playing this, looks like it will have a big chance of making it in 2.1.
Theres only one thing i want to know.........is that funky mazy music still in the rr? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
You have to keep it in there Mazy...u have to... <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
Imo it didnt actually look like eclipse in the first place. The brush work is a far cry from eclipse the only thing that reminded me of eclipse is the lighting and even then in small portions around the map.
Hmm I just noticed the hive pictures you've shown look quite like one of the veil hives, just wondering but did you use one of them as an image to try and create your own hive? Can't remember the name of the hive, it just looks like it but with a blinding better job done to it.
<!--QuoteBegin--Thursday-+Sep 12 2003, 05:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Sep 12 2003, 05:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hmm I just noticed the hive pictures you've shown look quite like one of the veil hives, just wondering but did you use one of them as an image to try and create your own hive? Can't remember the name of the hive, it just looks like it but with a blinding better job done to it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
nope, i havent really played 2.0 that much, and i havent really played veil much either (ive only played on it for like 15min as marine) so its just a coincidence
<!--QuoteBegin--Ollj+Sep 12 2003, 05:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Sep 12 2003, 05:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Best usage of eclipse textures and architecture. Great atmosphere and lightning, avoid pitch black patrs. _b2 had a crappy layout.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
yah, the b2 layout was unplanned and i had no real idea of what i was doing, so it was doomed to **** up. With b3 on the other hand i started all over so the layout is alot better. Im gonna do a few changes for b4 (adding some weldable around the map, making it harder for the aliens to get from old base command to the space docks (atm they can get from there to there in like 15sec, a bit too fast). Anyway, b4 will most likely be the final which ill submit for 2.1
thought id be nice and post b5 of mazion, ive flapped around with the res nodes (put one very close to the marine spawn) and added a new path, just minor adjustments: <a href='http://www.mazy.net/maps/ns_mazion/ns_mazion_b5.zip' target='_blank'>http://www.mazy.net/maps/ns_mazion/ns_mazion_b5.zip</a>
Oh, and about the lighting stuff, just have your env_gamma set on 2.0, and your rad gamma set on 0.8 (the normal rad gamma is 0.5, ive always thought anything over 0.8 looked a bit too contrasty (loads of dark corners, not very fun for marines that get paranoid easily), but it depends on how you light the map), then have your texture lighting set on around 1600-2300 for some nice lighting <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Marines that get paranoid easy? */me checks under his bed* Your silly Mazy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--Mazy+Sep 14 2003, 11:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mazy @ Sep 14 2003, 11:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh, and about the lighting stuff, just have your env_gamma set on 2.0, and your rad gamma set on 0.8 (the normal rad gamma is 0.5, ive always thought anything over 0.8 looked a bit too contrasty (loads of dark corners, not very fun for marines that get paranoid easily), but it depends on how you light the map), then have your texture lighting set on around 1600-2300 for some nice lighting <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> You mean your lights.rad file has bounce values of up to 2300???
Mazy: Maybe including the .rad file you used will help Panther in his own mapping quest? Maybe even others too, it will also teach him the difference between -bounce 1 and 2300 brightness <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
I downloaded b5 and ran around in it, in a LAN game. It .. is .. great! Keep it up. Now, I would like to play it for real <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
a FEW pics he says <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> tsk tsk tsk...
anyway i'm not really good in knowing maps and names and stuff... but your map looks very good/detailed/etc... lights epessialy i mean we have JUST a bit too many maps that are totally dark. so really nice work if you ask me
okay first things first, AWESOME job!!. hehe i really like it. but there is one problem or maybe you intended it to be so. at power core regulation/power core you can drop a tf and defend power core and power administration with sentry. if you upgrade the tf to siege you can hit drainage control with that siege. basically a triple node for the marines. (removing the power administration node would be a good solution i think.)
also as a rule of thumb it would be nice to put a button (Access panel) next to each door either broken or working so that players know if a door works or not, makes it easier for first time players on your map.
space docks cannot be sieged from loading bay so i think it might be okay to make that vent betweent the two weldable from the loading bay side or possibly the space docks end of it.
i like the loading bay to old base command and toilets weld combo. it'll change the way the game plays depending on how marines weld them, so that should make your map very exciting.
removing power administration and probably drainage control too (maybe just move it) would make your map much better, i think. but this is just from me looking, playtesting may say other things. you have 12 nodes now, 10 would still be plenty. eclipse has (edit 9 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) which is the least in a map i believe. playtest! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> i'd be willing to join in on it. but im limited to 56k <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
im looking around more right now and ill just edit in what i find.
hope you found my criticism constructive and that you saw my compliments! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> tata
Wow, nice map! Let me know when the final version is ready and I'll put it on FR31 NS.
Ps. Eclipse has 9 nodes (Maint Access, South Loop, Horsehoe, Power Sub Junc, Comp Core, St Acc Alpha, Marine Start, Triad, Eclipse Command). No standard map has less then 9 nodes.
<!--QuoteBegin--Mazy+Sep 14 2003, 03:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mazy @ Sep 14 2003, 03:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> bounce values? WTH r u talking about, 2300 is the brightness <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> A rad file is written like so:
yah fanoelson, ive had a bit of trouble with the area around poweradmin/powercore/drainage, especially since the marines need a resnode in this area, but its not very easy to defend. But removing the power admin and drainage resnodes would work, and maybe cutting out the drainage room would be good too.
Comments
And it looks even cooler with higher contrast. GJ!
The only bad thing I can see is the use of the old(!) hl1 lamp texture. You could insted try to use a more "NS" looking one. For exampel light_strip3 (light on) and light_strip3a (light off).
first half...
<img src='http://www.mazy.net/maps/ns_mazion/ns_mazion_b3/ns_mazion_b3_01.jpg' border='0' alt='user posted image'>
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<a href='http://www.mazy.net/maps/ns_mazion/ns_mazion_b3/ns_mazion_b3_layout.jpg' target='_blank'>http://www.mazy.net/maps/ns_mazion/ns_mazi...n_b3_layout.jpg</a>
btw drunkenmonkey, i actually used the sort of bland lighting to create a contrast to the colorful lighting in the rest of the map, so its actually intended, but i suppose i could make it a tad yellow or sumthing.
Hmmm would you mind passing me some Mazynade? Thanks.
PS: A can of Mazynade in a world model put on the table would look really cool.
It's like a rainbow collided with a space station and spawned some sort of **** child.
But not in a bad way; more like an acid-trip, "Oooh look at all the pretty colors kinda way"
Keep up the good work, can't wait to play it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
You have to keep it in there Mazy...u have to... <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
Imo it didnt actually look like eclipse in the first place. The brush work is a far cry from eclipse the only thing that reminded me of eclipse is the lighting and even then in small portions around the map.
Its excellent work.
Great atmosphere and lightning, avoid pitch black patrs.
_b2 had a crappy layout.
nope, i havent really played 2.0 that much, and i havent really played veil much either (ive only played on it for like 15min as marine) so its just a coincidence
<!--QuoteBegin--Ollj+Sep 12 2003, 05:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Sep 12 2003, 05:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Best usage of eclipse textures and architecture.
Great atmosphere and lightning, avoid pitch black patrs.
_b2 had a crappy layout.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
yah, the b2 layout was unplanned and i had no real idea of what i was doing, so it was doomed to **** up. With b3 on the other hand i started all over so the layout is alot better. Im gonna do a few changes for b4 (adding some weldable around the map, making it harder for the aliens to get from old base command to the space docks (atm they can get from there to there in like 15sec, a bit too fast). Anyway, b4 will most likely be the final which ill submit for 2.1
Yeah what he said...we command u Mazy
Oh, and about the lighting stuff, just have your env_gamma set on 2.0, and your rad gamma set on 0.8 (the normal rad gamma is 0.5, ive always thought anything over 0.8 looked a bit too contrasty (loads of dark corners, not very fun for marines that get paranoid easily), but it depends on how you light the map), then have your texture lighting set on around 1600-2300 for some nice lighting <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
You mean your lights.rad file has bounce values of up to 2300???
anyway i'm not really good in knowing maps and names and stuff... but your map looks very good/detailed/etc... lights epessialy i mean we have JUST a bit too many maps that are totally dark. so really nice work if you ask me
also as a rule of thumb it would be nice to put a button (Access panel) next to each door either broken or working so that players know if a door works or not, makes it easier for first time players on your map.
space docks cannot be sieged from loading bay so i think it might be okay to make that vent betweent the two weldable from the loading bay side or possibly the space docks end of it.
i like the loading bay to old base command and toilets weld combo. it'll change the way the game plays depending on how marines weld them, so that should make your map very exciting.
removing power administration and probably drainage control too (maybe just move it) would make your map much better, i think. but this is just from me looking, playtesting may say other things. you have 12 nodes now, 10 would still be plenty. eclipse has (edit 9 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) which is the least in a map i believe. playtest! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> i'd be willing to join in on it. but im limited to 56k <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
im looking around more right now and ill just edit in what i find.
hope you found my criticism constructive and that you saw my compliments! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> tata
Wow, nice map! Let me know when the final version is ready and I'll put it on FR31 NS.
Ps. Eclipse has 9 nodes (Maint Access, South Loop, Horsehoe, Power Sub Junc, Comp Core, St Acc Alpha, Marine Start, Triad, Eclipse Command). No standard map has less then 9 nodes.
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j00z GOT m4d skillzzzz man!
Very nice, though the Ready Room looks ooglay with those different colors... everything else looks fantastic.
~ DarkATi
A rad file is written like so:
comp_lights2b 24 36 210 2300
24 = Redness
36 = Greeness
210 = Blueness
2300 = Brightness
~ DarkATi
ill look into it