Nstr2 test map
CyonPro
Join Date: 2002-02-02 Member: 154Members
Hey everybody, I just got thru playing with the new commander mode and other features in NSTR2....and now I've got this test map leftover from all my tinkerings. My question is, do you guys think I should build this into a full-fledged map for NS?
Here are some shots:
Mainframe Computer / Commander Console:
<img src="http://cyonpro.ballsun.com/ns/ns_cyontest01.jpg" border="0">
Area outside "F-Bay 02" (dunno what it means yet):
<img src="http://cyonpro.ballsun.com/ns/ns_cyontest02.jpg" border="0">
Corridor outside Commander Room:
<img src="http://cyonpro.ballsun.com/ns/ns_cyontest03.jpg" border="0">
"F-Bay 02":
<img src="http://cyonpro.ballsun.com/ns/ns_cyontest04.jpg" border="0">
Entrance Foyer:
<img src="http://cyonpro.ballsun.com/ns/ns_cyontest05.jpg" border="0">
Here are some shots:
Mainframe Computer / Commander Console:
<img src="http://cyonpro.ballsun.com/ns/ns_cyontest01.jpg" border="0">
Area outside "F-Bay 02" (dunno what it means yet):
<img src="http://cyonpro.ballsun.com/ns/ns_cyontest02.jpg" border="0">
Corridor outside Commander Room:
<img src="http://cyonpro.ballsun.com/ns/ns_cyontest03.jpg" border="0">
"F-Bay 02":
<img src="http://cyonpro.ballsun.com/ns/ns_cyontest04.jpg" border="0">
Entrance Foyer:
<img src="http://cyonpro.ballsun.com/ns/ns_cyontest05.jpg" border="0">
Comments
but the lightning needs some work, im sure u are aware of that
i think its very nice, details without overdoing it
just one thing, in pic 2, u might need to change the pipe texture to somthing darker and non red
Looks great so far.
Ooooo Idea. you could use a particle system in the bay, coupled with some func_push brushes, and have it so that the commander can open that door in the floor and everyone gets sucked out into space (IE, there's one marine left and 10 aliens- cut your loss and get the bugs)
Mapping may not suffer the same dangers from extending a prototype, but my hunch is that it does. Maybe you can use lots of the brushwork, texturing and lighting, but just start by creating a new .rmf and importing pieces as you can use them? (as opposed to actually using your test map and tweaking it)
I agree with Flayra on the issue of turing it into a real map. It is really tempting to convert a test into a full level (I know all about that), but as Flayra said, and has said, initial pre-building planning is really essential.
It'd be great if you used the same stlye and everything, or copied this piece here, that piece there... You probably just don't want to base the layout on your existing test one... or who knows, maybe you do. You might want to BSP_Slice it and send it in.
Looks great. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I dunno though...with all those iron girders...it doesn't make me think "spaceship" that much...perhaps some kind of planetary colony or military base (could be an infestation on the TSA's turf...)? I'm going to start working on a layour and storyline today.
Oh btw...once I access my computer over FTP (I'm at home visiting for a week with a crappy 450 AMD machine) I'll upload the map itself (complete with bad commander mode) in case anyone wants to actually run around in it. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<a href="http://cyonpro.ballsun.com/ns/ns_cyontest.zip" target="_blank">ns_cyontest.zip</a> (2.4 meg DL from cyonpro.ballsun.com)
Where do the textures need work? (Seriously, I want to know so I can make it better.)
As a side note (to all mappers), you can always 'drop' your welder in order to devote more screen area to the pics and less to a placeholder welder from OP4. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
<!--EDIT|MonsieurEvil|Mar. 04 2002,11:06-->
...in a crappy, "HL" kind of way <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Yes MonsE, I will definitely be using the same structural and texturing theme, as I want some areas of the map to exhibit a decidedly "abandoned" feeling. In other words, more clean cut, while still looking weathered, and less techo-funky junk all over the place.
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