Ns_scout: Loads Of Picehs!

DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
<div class="IPBDescription">Come see!</div> Hey everyone, Ns_Scout is coming along great, I really have finally found a map that I want to finish and I hope you guys will want to play it! I'm trying really hard to make this official for 3.x whatever.

And now, here are the picehs! (As promised <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ) Sorry I have to use the forums picture thing because I don't have any webspace with very high bandwidth. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

~ DarkATi

Navigation Deck (Double Node)

Comments

  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Hallway (Changed the water to a grimey sort instead of a tropical blue, thanks whoever suggested this, it looks much better now)
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Gathering Hive (The hive isn't there but it would be in that obvious cylindrical area there.)
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    My favorite hallway in the map. (Near Gathering)
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Starboard Engine Hive Piceh 2
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Nav Deck 2 (Double Node)
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Double Node Again (Nav Deck)
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    edited January 2004
    Looks loverly, but for god sakes man use the same old thread....

    Its only on the second page man, no-one will moan for thread necromancy at your own thread!!!

    Gah.........

    Edit: Left out the crit, that "Port 9" tex looks really outta place there. Also the Port 6 generator thingy could use some infestation
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    edited January 2004
    While I do like the infestation techniques you are using - the lighting I'm not so keen on. The green you've chosen gives it a bit of a washed out look. The hallyway leading to gathering looks a bit square, although if the lighting was fixed for it I think it would look more eary and atmospheric.

    The Double Res Location, do you plan on placing overlays onto the monitors and the green computer core? As they look a bit flushed. And the lightbeam projection from under the resource node is a nice touch.
  • J_D_WJ_D_W Join Date: 2003-05-22 Member: 16598Members
    I asked for the different watery colour <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    It is nice to see a new map being made.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    i think that fallen over platform in the 4th pic could use a bit of a a makeover, triangle and vertex manipulation are your friend <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter
    Good work so far DarkAti.

    Just a helpful hint - if you type in sv_cheats 1 and then type in "spawnhive" then a new hive appears. Do this twice and all three hives are up - good for pictures. Killhive gets rid of a hive.

    I can see you still have a lot of detail work to do yet <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    -Parallax
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Thanks for the crit everyone! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.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-->that "Port 9" tex looks really outta place there. Also the Port 6 generator thingy could use some infestation<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Thanks, I completely got rid of the Port 9 tex and just added more "comp_lights" and I added infestation to the pillar in the hive. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.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--> While I do like the infestation techniques you are using - the lighting I'm not so keen on. The green you've chosen gives it a bit of a washed out look. The hallyway leading to gathering looks a bit square, although if the lighting was fixed for it I think it would look more eary and atmospheric.

    The Double Res Location, do you plan on placing overlays onto the monitors and the green computer core? As they look a bit flushed. And the lightbeam projection from under the resource node is a nice touch.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I don't really know what you want me to do with the lights, could you give me a color or something, like what you think would look better? Also, the entire level is kinda boxy on purpose, that's the style I chose.

    And yes overlays will be added later.

    <!--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 asked for the different watery colour
    It is nice to see a new map being made.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Thanks again, that hallway looks much better now. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.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 that fallen over platform in the 4th pic could use a bit of a a makeover, triangle and vertex manipulation are your friend <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    How so? It's suppose to be a strong metal catwalk, the only reason it fell was because the suspension bar holding it up gave way. An example or more elaboration please.

    <!--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-->  Good work so far DarkAti.

    Just a helpful hint - if you type in sv_cheats 1 and then type in "spawnhive" then a new hive appears. Do this twice and all three hives are up - good for pictures. Killhive gets rid of a hive.

    I can see you still have a lot of detail work to do yet

    -Parallax<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Good to know about the hive cheat! Also, yes, I have much detail work left to do.

    ~ DarkATi
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    <!--QuoteBegin--DarkATi+Jan 24 2004, 04:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Jan 24 2004, 04:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't really know what you want me to do with the lights, could you give me a color or something, like what you think would look better? Also, the entire level is kinda boxy on purpose, that's the style I chose.

    And yes overlays will be added later. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well, it just looks far to washed out. Light spots down the walls for isntance to add some contrast. Small pitches of red lights in the corners to illuminate certain parts of the architecture. Blue distorted lights emminating from certain hanging supports, etc, etc. Just more colour to break it up instead of being one big washed out area.

    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--dux^+Jan 24 2004, 05:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dux^ @ Jan 24 2004, 05:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--DarkATi+Jan 24 2004, 04:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Jan 24 2004, 04:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't really know what you want me to do with the lights, could you give me a color or something, like what you think would look better? Also, the entire level is kinda boxy on purpose, that's the style I chose.

    And yes overlays will be added later. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well, it just looks far to washed out. Light spots down the walls for isntance to add some contrast. Small pitches of red lights in the corners to illuminate certain parts of the architecture. Blue distorted lights emminating from certain hanging supports, etc, etc. Just more colour to break it up instead of being one big washed out area.

    <!--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-->
    Oh right on, I'll add some stuff like that, thanks!

    ~ DarkATi
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->that "Port 9" tex looks really outta place there. Also the Port 6 generator thingy could use some infestation<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Thanks, I completely got rid of the Port 9 tex and just added more "comp_lights" and I added infestation to the pillar in the hive. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Too bad, I liked the text; gave it a very Alien(s)-y feel, like a real human outpost, designed for humans, that got overrun.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></div><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 that fallen over platform in the 4th pic could use a bit of a a makeover, triangle and vertex manipulation are your friend <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    How so? It's suppose to be a strong metal catwalk, the only reason it fell was because the suspension bar holding it up gave way. An example or more elaboration please.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->How about, leave the walkway intact, but instead of the support hanging from the ceiling, attach it to the fallen walkway, and twist it up a bit. This gives a better indication that the support gave way.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin-Guspaz+Jan 31 2004, 12:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ Jan 31 2004, 12:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->that "Port 9" tex looks really outta place there. Also the Port 6 generator thingy could use some infestation<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Thanks, I completely got rid of the Port 9 tex and just added more "comp_lights" and I added infestation to the pillar in the hive. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Too bad, I liked the text; gave it a very Alien(s)-y feel, like a real human outpost, designed for humans, that got overrun.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></div><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 that fallen over platform in the 4th pic could use a bit of a a makeover, triangle and vertex manipulation are your friend <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    How so? It's suppose to be a strong metal catwalk, the only reason it fell was because the suspension bar holding it up gave way. An example or more elaboration please.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->How about, leave the walkway intact, but instead of the support hanging from the ceiling, attach it to the fallen walkway, and twist it up a bit. This gives a better indication that the support gave way. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Good idea, I'll twist the support up some, thanks!

    ~ DarkATi
  • ExtremeExtreme Join Date: 2003-12-10 Member: 24225Members
    The map looks good so far, the mirky water and all the bacterium, definitley add to the infestation feeling.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    I've asked this before and I think I'll ask it here again, do you think the map is too boxy? I really like it, I think it makes it different but does it look alright to you all? I mean it still has detail (more to be added in most areas) but does it look fun and interesting to everyone?

    Feedback appreciated, thank you all,

    ~ DarkATi
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    The mapping forum has all this warm fuzzy non-trolling non-flaming feeling to it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    It's amazing!

    And, oh. I really like the look of this map.
  • CaCaCaCa Join Date: 2003-06-12 Member: 17319Members
    edited February 2004
    it's not boxy, it's <i>sexy </i>boxy, wich is perfect (to me at least)... plus, it means good fps... doesn't it?
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Gnerally does mean better fps <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. Al i can see wrong was texture alignment in the first picture of the trim but you've probably fixed that already. I should have posted in here ages ago lol.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Lets start on the positive, infestation techniques varied, good height variaton and some detailed areas. Now to the not so positive,

    Very bland lighting, some textures are extremely repetative and added to the block corridor (which you said was your fave) looks absolutlely horrid. Not much going on in some pictures aswell, where that horrid infestated texture is on the wall by the collapsing walkway add some details into the wall underneath. Just too plain.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Admittedly some places could do with some wall details, and i'm sure there is plenty of polys to spare <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. For example in the picture with the wall infestation, and the metal pathway overhead, the walls could do with details, like metal bars along the walls. Perhaps with little trim lights on them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    the hives look great! The other shots do need a smidgeon of help... texture wise...

    should tone things down a little and add some sneaky texture lighting..

    other than that looks good! Better than me, i'm scare of the ps system...lol
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Only thing I could suggest is use the infestion technique more on infested walls if you have polys to spare.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2004
    I love what you've done with that water hive/infested area, that architecture is very nice indeed... But I've mentioned that before in another thread (I think <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)

    The blueish tropical water was my personal favourate since it reminded me of the scene where they have to swim underwater to the other side in "Aliens Ressurection". But it wouldn't work in a hive/infested area so nevermind, this fits the theme of that area much better.
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