Very first images of new map... currently unnamed

SamRSamR Join Date: 2002-09-30 Member: 1382Members
<div class="IPBDescription">Preliminary shots, i just couldn't wait</div>Here are 4 or so shots of something I started today. The corridors are still in the early stages, I plan to trash them a bit and hive over bits of them...

I have a question for anyone that knows... can the Aliens swim? I assume the Marines can... <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->

Also, the map is unnamed. It's a plant of some kind, but has no real theme to it yet, so if anyone thinks it should be something (like a hangar, colony, sewage works etc.), tell me, and also any ideas for a name would be appreciated!

Oh well, hope you like them, throw me some feedback/constructive critism...

<img src="http://www.planethalflife.com/afterlife/unnamed.jpg" border="0">

<img src="http://www.planethalflife.com/afterlife/unnamed1.jpg" border="0">

<img src="http://www.planethalflife.com/afterlife/unnamed2.jpg" border="0">

<img src="http://www.planethalflife.com/afterlife/unnamed3.jpg" border="0">

Comments

  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Looking very nice so far - what are the rspeeds like?
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    mmm i like the style, but i think there is some textures that dont match each other. for example the 3 pic floor...it looks odd, try changing it to the ones in the r25.wad or the nostromo ones. i like the 4º shot <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Angel_KillAngel_Kill Join Date: 2002-10-04 Member: 1423Members
    WARNING: Newb Question ahead.... ::STOP:: if you are affended by Newbie questions....  <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->

    Could someone please explain or point me to a url that explains r_speeds, what they do, and where i should use them....
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    You dont use them m8, it's a measure of how much stuff the engine is drawing at any one moment. Go to VERC or Handy Vandals for a better explanation.( links in the mapping FAQ..)

    Bring down your console, type r_speeds 1 amd the w-polys is your r speeds I believe.

    Low=fast, good
    High= slow, bad

    Suggested r_speed limits for NS are in the mapping guidelines post btw..
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Wow, great brushwork.  Some of those shots look a bit too claustrophobic but that can be a good thing sometimes <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->  I kinda agree that some of the floor textures might need to be changed, but other than that I don't really see anything big that could be improved.  Keep up the good work.
  • DoctorJuiceDoctorJuice Join Date: 2002-02-13 Member: 212Members, Constellation
    Absolutely love the feel of the first shot.  And if this is just one day's work...  <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->
  • GwahirGwahir Join Date: 2002-04-24 Member: 513Members, Constellation
    too bad it's a plant imho.  That first shot really gives me the feeling that you are in a corridor just next to the outter hull of a large ship.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Lookin nice, I can't think of anything to suggest really, just keep at it! I love the cramped bluishness in the second pic.

    --Scythe--
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Hmmm.... Lots of hallways with stangely angeled walls.

    I hope you have the whole layout bloacked out or your going to be hitting limits before you're finished.

    The light in the first shot almost looked like daylight, I was expecting windows on the right hand side.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    This looks really great. I absolutely love everything about the third and fourth shots, and the architecture in all of the areas is great.

    I'm not particularily crazy about the green light strips in the first shot. It's just a tad too "clashy" at a glance. *shrugs*

    The ceiling and floor structure in the second shot is great, but it could probably use a litte more variation in the lighting and texturing. Maybe try some texture or spot lights running down the walls (white something like what's on the floor?) and perhaps some more colorful (or at least more varied) textured supports and the likes. Just break it up visually.

    Again, those last two shots are just awesome. (Personally, I really like the texture selection in the third shot there.)

    As far as a theme goes... erm... how about a garbage processing facility? Might bring up some interesting locations and gameplay situations with some garbage smashing machinery. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> It might not fit entirely with the bright-yet-dark glowing feeling of the last shot, but more areas like the third would certainly be appropriate for the theme. And it does have a somewhat dirty feeling overall so far.

    Dunno. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->



    <!--EDIT|ken20banks|Oct. 04 2002,02:03-->
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    Well, the level can be on a ship, that's why I wanted some suggestions...! The flooring in the third shot is supposed to look like the walls and ceiling. It is a kinda huge ventilation pipe rather than a corridor. Those steam bursts fizzle out of the pipes on the ceiling.

    I know all about r_speeds, I am pretty good at using lots of detail whilst still keeping the r_speeds running well. They are running at around 300-400.

    A garbage ship/plant, yeah, that's cool. I think that would make for a really good map. I could have a room where the aliens have smashed some tanks up, and garbage is spewing all over the floors...:D

    Thanks for all the feedback guys, I will post new shots soon.

    Two questions before I go:
    Can aliens swim!?
    I forget the second question...

    Check out my URL below for loads of images of my previous work with DOD and CS. I recently submitted a map to DOD which they are playtesting for official release called Parish Storm (dod_parish).
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Yes aliens can swim (better than humans in most cases).

    I am more worried aboout planes usage / clipnodes.  Some very good NS amppers have ran up aginst these engine limitations before now.
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    i think that lights are bland, no contrast. then the textures like blueman said, are not always right. also i think that some areas are to filled. for eg the 3rd screen...too stuffed for a so small hallway :\
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    The third screen is inside a pipe, as in literally, it's not a hall way. I just said this in my last post. The floor is supposed to look like the walls, because it isn't a corridor or a room. It's quite a long pipe, and turns as you go up, so it's not straight. It's quite narrow as for a cool little pipe battle, where the strongest side will make it through. It will be a significant joining point across the map, where both ends will be able to be welded shut.

    Is there a particular screenshot that the lighting is too bland in, or all of them? I can do something about that.

    Thanks for feedback
  • gutterclutchgutterclutch Join Date: 2002-06-30 Member: 850Members
    Very very nice, but for some reason that first shot is the most beautiful thing I've ever seen
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
    mmm, tasteh. but hope your going to do something else with the lighting... it may be you vid card screwing with the screenies, but they look a little washed out.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Oh my.

    WOW!!!!!!!!!!!!!!!!!!!!!!!!!!!
    COOLEST HALLS!!!!!!!!

    1 thing: on the first pic I notice that the wall texture on the right is "clean" and the one on the left is "dirty..."  doing that would make it much cooler (although that'd already be hard to achieve)

    <b>GJ!!!!!</b>
  • MetZkeRMetZkeR Join Date: 2002-10-08 Member: 1459Members
    lol. i find it amusing to see you tell samr how to map. i have watched his work for some time and his standard is quite phenomenal. samr as per usual ure maps looks extra ordinary and i look forward to playing it.  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    The first shots lighting is the only one i'd describe as bland.  Talk to Ken or some of the other mappers around here about how they use lighting and how they employ contrast in their lighting.  I really like your archetecture and mapping style in general though.
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    Good map!
    lemme give you some...

    name SUGGESTIONS:
    ns_ovari
    ns_kosami
    ns_marata
    ns_filo
    ns_corova
    ns_sanaria
    ns_arionth
  • SkriftSkrift Join Date: 2002-09-25 Member: 1329Members
    Looks good! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
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