And On My 5th Day...

DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
edited September 2003 in Mapping Forum
<div class="IPBDescription">of mapping</div> a far to small marine start i know.

edit, i apologize for the picture sizes, stuck on ms paint <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->, also this is just me messing about to see what i can do, but please tell me where i can improve, thanks
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Comments

  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    looking up to marine start, (at the top on the right)
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    and that corridor the 2nd pic is taken from
  • HKKHKK Join Date: 2003-05-19 Member: 16489Members
    edited September 2003
    Maybe a little more detail on the walls? i dunno the names im not a mapper but it looks nice.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Good, solid construction work. Now try adding a little bit more variety... maybe make the corridors different sizes and lengths. Now it needs detail! Add steps, cargo, machines, pipes, computers, wires, gratings, pits, hatches, vents, infestation, terminals, displays, chairs, supports, etc. Try to provide a place for sneaky skulks to hide every few feet- scattered debris and machines that were added after the station was designed add atmosphere, differentiate one room from the next, and provide cover and hiding places during a fight.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    If that is your 5th day of mapping... Good work! Carry on and make those details! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    Yes this is early morning on my 6th day now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> my mate dux^ (a clan mate) Talked me thro all the basics of construction and lighting, and i went from there, Ok next on the agenda is all that cover warpzone spoke about.

    Oh and a big thank you to the creators of v_wad and ns_remix, i love those texture sets <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Looks fantastic, you are far ahead of most people on their 5th day! You are a "natural".

    ~ DarkATi
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    here is some nice box stacks as cover <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    This is the start of one of the alien sectors, that ceiling is solid except the hole, something that again took me a while to work out how to do <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SkinnYSkinnY Join Date: 2002-11-07 Member: 7500Members
    looking good, keep up the good work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->


    but by god i swear i'll hurt you if you make it a fun map.... :|
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    fun maps are ironically not fun <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    keep your mind at ease, i dislike fun maps
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    Looks good so far. The only problem I see is a clashing of texture themes in the hallways by marine start. Marine start and the hallway by it uses a metal texture theme, while the hallway that cuts into it at a 90 degree angle uses a lab texture set. Both look good, but pick one and stay with it. Or, if you must have both, give more of a transition between the two. Like a door way or big vent.

    You also may want to scale up the textures on the floor and roof in marine spawn. Also, that wall looks stretched. You should make sure its X value is the same as its Y value. I know that will cause the supports to line up, and I can tell you spent some time lining them up, but you can always make the suports be off the wall. It would probably have a better effect since it would add some depth and variation to the wall.

    Keep up the good work, if this is only your 6th day, you should have about 6 months and 24 days of work left :-P
  • Kar-aKKar-aK Join Date: 2003-06-13 Member: 17335Members
    Goos start.

    Was just going to tell you to ask dux for some tips, but you already have <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    I wish dux would finish his map though. It could easily become an official i think <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    - Kar
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    not seen his map yet, but from his other work, well, yes, i believe it could be an official.
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    Remake of the corridor outside marine start (plan on making marine start bigger once i get this, the left, of the map finnished)
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    edited September 2003
    New room, that door is the first of the airlocks into the "infected" ship at the stations dock.
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    Will be adding pipes and more lighting to this room later
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    Added This door to the corridor that access' the far left hive (under construction)
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    Just another shot to show that floor is solid, appart from the hole (one way trafic for skulks tho, they just cant get back up there although they will with leap)
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    The textures are far from final, I cant seem to find the combination i want at the moment, also, the wads in the "wad release" topic and the was in the ns directory, are open for use to the public? It is ok that i use them isnt it?
  • wRavenwRaven Join Date: 2002-11-03 Member: 6482Members
    <!--QuoteBegin--DarkFrost+Sep 18 2003, 03:40 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkFrost @ Sep 18 2003, 03:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> New room, that door is the first of the airlocks into the "infected" ship at the stations dock. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    From a practical stand point, this looks very good, but for immersion and gameplay, it seems to want something more.
  • G4B2SWrathG4B2SWrath Join Date: 2003-08-03 Member: 18846Members
    Only 6 days of mapping yielding great results,
    Not making a "fun" map,
    Showing nice non-geocities screenshots and asking nicely for help and hints,

    Folks I think we have a winner!!!!

    All I have to say is watch your crate useage! Friends don't let friends make ns maps like cs maps, hehehe. Awsome stuff otherwise.
  • FANoelsonFANoelson Join Date: 2003-04-01 Member: 15104Members
    nice work! keep trying to get better. im sure you'll end up with a great level just remember gameplay before looks <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    edited September 2003
    Thanks guys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    ATM i am working on connecting the two main parts i have, i have it all there now, but am playing about with what texture to use, I needed a rest from mapping today with only sleep inbetween sessions my brain was begining to get leaks <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    my wpoly counts just now range from 85 to 400ish, i am also just learning the info_mapinfo and info_location entities.

    epoly counts are irrelevant arent they? its not like im putting a double res in a hive room, or having all hives together, so does it matter?

    As for the crates, the big room that i am using atm to connect the map is called "Docking Pilon 1" (see i learnt info_location <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->) and has some crates in it, as it would be a goods transfer point also, but from now on my cover will mainly be from pipes or the such.

    Thanks for the encouragement guys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • FANoelsonFANoelson Join Date: 2003-04-01 Member: 15104Members
    recommended reads for noobs <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> first two are just useful last one is the most important. i'm sure there are more but these are all i could think of off of the top of my head.

    hint brushes:
    <a href='http://collective.valve-erc.com/index.php?doc=1043477348-95410300' target='_blank'>http://collective.valve-erc.com/index.php?...477348-95410300</a>
    probably wont use them in your map but its nice to know

    embedding textures into a map:
    <a href='http://collective.valve-erc.com/index.php?doc=1015283010-58181000' target='_blank'>http://collective.valve-erc.com/index.php?...283010-58181000</a>
    nice if you use more than just the standard ns.wad

    reducing polygon counts (and rspeeds)
    <a href='http://collective.valve-erc.com/index.php?go=polygon_reduction_1' target='_blank'>http://collective.valve-erc.com/index.php?...gon_reduction_1</a>
    thats the one you NEED to read. it should greatly improve the r_speeds in your map.

    looking around collective.valve-erc.com wouldn't hurt either. you can ask them generic questions about mapping in the forums. good luck!
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    To reduce r_speeds i added this second corner at the stairs. This is because with gl_wireframe 2 running i could see ALOT of the next room from marine start.
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    Added the red light to mainly see how it would look.
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    "Docking Pylon 1" The textures are space filling atm, i havent decided what ones to use in this area, will also add more lighting, and a couple of vents.
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    As I said i would, ive added some detail to this room, at some point im going to rebuild this area, as in commander view it looks really strange (the electric arcs are visible outside the map area, i think i know what i did wrong.
  • absenticabsentic Join Date: 2003-09-03 Member: 20517Banned
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