Ns_hope

KozKoz Join Date: 2003-08-06 Member: 19068Members
<div class="IPBDescription">Map in progress</div> Hey yall. Got a map in progress here. My friend and I have been working on it for about 2 months now. Not too much left on it but here are some screenshots for you out there. I'll let you know when its done if anyone is interested in playtesting it. pm me or email me.

<a href='http://www.d.umn.edu/~kosl0018/map.html' target='_blank'>http://www.d.umn.edu/~kosl0018/map.html</a>

p.s. Slow goin right now because of college. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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Comments

  • vinnyrulez270vinnyrulez270 Join Date: 2002-11-11 Member: 8235Members
  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter
    Most of the shots need more detail, and the lighting could use a lot of work (need some colour in the lighting, not all white).

    Good start though. I see that you have created a lot of rooms. You might want to build a minimap (the "buildminimap" console command) and then join as marines and take a screenshot showing off the map so we can comment on the layout too.

    (sv_cheats 1 for the minimap command to work)

    -Tom
  • ShaskShask Join Date: 2002-12-18 Member: 11083Members
    edited October 2003
    i agree with paralax48..and plus some of it seems blocky.edit..woh sorry bout double lol..somoned aimed me and i clicked a link by accident and it posted twice..SORRRRRY
  • ShaskShask Join Date: 2002-12-18 Member: 11083Members
    i agree with paralax48..and plus some of it seems blocky.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    I think the light is too white. Totally grey maps look interesting, but they would have to be b&w entirely with high contrast. Your map is now lacking atmosphere, because you used too many generic textures. Also <b>never texture objects with a plain grey texture</b> with no details (like your messhall tables). Next I would try to <b>get rid of all architecture that looks like a box</b>, except it has <b>fancy textures and a purpose the player can see</b>. What they still use wood crares? Ok, maybe. When you are done with the map check the lights over again. <b>Use some colored lighting and increase the contrast</b> with the compile options. (Different lights can drastically improve the appearance of a single texture)
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Extreamly plain. The walls have no detail what so ever.
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    jup , make them rooms higher , get them walls more detailed
    and get them screens here again <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • KozKoz Join Date: 2003-08-06 Member: 19068Members
    Hey! wow i'm gone for one day. Didn't think anyone would actually post. Thanks for the input!! Just to note its a work in progress....we just wanna get the layout out of the way first then we go into detailing and making to rooms not so blocky <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Put cool doors and so on, support beams....make it look more spacy. But its still in the layout process. I'll get that minimap soon and post it when we got everything connected. I'll post the pics of the hives too when they are atleast textured <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> But ya there already has been a lot changed from what I posted on the website....keep the tips coming! Thx guys!
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    One tip I have is to work on <i>some</i> of the details as you go. Little things here and there will keep it from getting unbelievably monotonous. One of my first attempts at mapping was to try and build a layout of my entire map using only one of the wall lab textures. It drove me nuts after about 1/4 of the map and I deleted it.... Now I make a lot less progress, but things also look very pretty as I go... which builds inspiration for more details later, and in general makes the whole project pleasant instead of tiresome.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    <img src='http://www.d.umn.edu/~kosl0018/map-screens/coolhall.jpg' border='0' alt='user posted image'>

    <a href='http://www.d.umn.edu/~kosl0018/map-screens/coolhall.jpg' target='_blank'>http://www.d.umn.edu/~kosl0018/map-screens...ns/coolhall.jpg</a>

    Looks like you need more cover, and also, the supports are to um - clean? They don't look right 4 some reason

    amckern
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    the map looks very boring, the textures are just so plain, lighting isnt any good (need dark areas)
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    Some textures are poorly aligned. Try to use more textures.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    Plain, detailess, strange architecture... some pics looks good but not all <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    edited October 2003
    Looking nice in some areas, but could use some more detail and shifting planes on the celeings.
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    Give a purpose to every room. If it's called communications, place a satellite there or something. If it's a ventillation area, place vents and a fan or something.
  • KozKoz Join Date: 2003-08-06 Member: 19068Members
    hey thx. Shorty has redone some rooms and I will be updating the screenies tomorrow. Thx once again. Now my turn to work on the map. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    try to make it look more high-tech, it kinda looks like a warehouse at the moment
  • KozKoz Join Date: 2003-08-06 Member: 19068Members
    In process. Keep your eyes open for new screenshots.
  • ShortyShorty Join Date: 2003-10-14 Member: 21680Members
    Thanks for all the feedback, Just remember that we haven't even begun to texture/detail the map. Just working on getting it playable at the moment. Thanks again. Laters
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited October 2003
    <!--QuoteBegin--amckern+Oct 13 2003, 12:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Oct 13 2003, 12:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <img src='http://www.d.umn.edu/~kosl0018/map-screens/coolhall.jpg' border='0' alt='user posted image'>

    <a href='http://www.d.umn.edu/~kosl0018/map-screens/coolhall.jpg' target='_blank'>http://www.d.umn.edu/~kosl0018/map-screens...ns/coolhall.jpg</a>

    Looks like you need more cover, and also, the supports are to um - clean? They don't look right 4 some reason

    amckern <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The problem with these pillars is that there is no definition around the edges, its just a very uniform texture used for bigger areas (either that or its stretched out). Take a look at some of the trim textures in the ns wad, or one of the custom wads I'm sure you will find some (for other situations aswell) that are more appropriate.

    [edit] 200 posts <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    [another edit] the picture i was referring to has changed since, but i think the same still applies to this one <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • KozKoz Join Date: 2003-08-06 Member: 19068Members
    ya, i've been thinking alot about the trim textures and goin to implement them soon. That hallway has already changed. Hopefully have updated screenies soon. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> thx for the constructiv critisism (man I need to learn how to spell <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> )
  • KozKoz Join Date: 2003-08-06 Member: 19068Members
    Hey! Update, got the map back from shorty. Updated some stuff and now there is a screenshot of our readyroom. Won't be able to work on it for a few days. Stupid school and work. Good news though i'll be able to possibly work on my level while i'm at work. I'm lookin forward to it! I got a new job, w00t! Thank you Lord!
  • gooseticklergoosetickler Join Date: 2002-05-14 Member: 615Members
    this a quake level? Try to spend more time flexing out a theme for your rooms instead of just another big ol' boxy area just to make it bigger.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    gw on coolhall

    now its looking right, try to dirty up the tops of the alcoves now, with wires, or that texture above the cc in mineshaft

    amckern
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    very bland rr, at least i am trying to make my rr in ns_2wad (working name) as appeling as i can.

    Looking through the other screens, concerthall with 2 res, its not a double res, but is almost. Try to put a wall, or a grate, or a window or something in the gap, looking athe 2 res, so that you have to go around a bit to get to the other res, or move the other res closer

    amckern
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    I think the architecture is getting along nicely but it still needs a lot of work. And with a lot, I mean detailing, lighting and aligning textures properly. And as others said, give each room its purpose. Don't just make a 'room-with-hanging-lights-and-a-few-stools'... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • KozKoz Join Date: 2003-08-06 Member: 19068Members
    edited October 2003
    ya, I have to finish two hallways and a room (or maybe more) then i'm gonna make a sweep and do some uber detailing. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    EDIT: Oh and I like the help but plz read earlier so to not make the same suggestion twice, thx! I know it needs more detail, its a work in progress. We do layout first then detail <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> It may be backwards or not how you do it but thats how we are doin it. I think the only room that is pretty much completly done is Cargo. I'll keep posting screenies, the next screenies I update are goin to be completly finished rooms. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • KozKoz Join Date: 2003-08-06 Member: 19068Members
    Hey, just an update for you following the process of the map. Check the website, I posted new screenies. Shorty just redid the Ready Room. I think it looks awesome but we're up for constructive critisism. Also put a checklist of things we still need to do on the map. Thx all. Enjoy.

    www.d.umn.edu/~kosl0018/map.html
  • SkinnYSkinnY Join Date: 2002-11-07 Member: 7500Members
    those crates in <a href='http://www.d.umn.edu/~kosl0018/hope.JPG' target='_blank'>cargo</a> isn't very nice, try some crates from the ns.wad or ns2.wad <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    YOU STOLE ONE OF MY POSSIBLE MAP NAMES!!!!!!!!!!!!!!!!!

    and make sure that no one makes a co_acheron map that we save for NS2, because then we will be able to reproduce Hadelys Hope exacly

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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