DarkATi
Sep 18 2004, 11:49 PM
EDIT: 02/19/09
Believe it or not I'm working on her again!!!Ns_Vargus ProjectProgress: 88%New Pictures!!






MORE PICTURES ON LAST PAGE!
EDIT: 07/03/05
Ns_Vargus ProjectProgress: 51%Keep up-to-date with the Vargus story:
http://www.unknownworlds.com/forums/index....showtopic=91561The Storyline so far...
Sir,
The Vargus disaster is as much a mystery to you as it is to I We have our top men working on this case, here are the station transfer logs we recovered I hope they make sense to you, they don#39Space Station Vargus =====
Transfer: 1
Protocol: AB9t-6
Reference: Sarro Project
Dr. Reagel,
We've been succesful out
here in Grenar 2-26. The conditions are fantastic! I'll be sending my latest subject your way
via Cargo-Freighter. It's best we keep this where it belongs - out of the way of the TSA. ***
*()1
The freighter's
tag ID is:
B-16486, the pilot's name is Ben, show him your clearance tag and he won't give you any trouble.
Cheers,
Dr. Richard Stronk, Grenar 2-26
Research Development
HASH: 835-63685775-967582-8888-----
-- STOP --
<> exit console
...
...
...
HASH: 467-83763234-977323-1112----
retrieve center...
logging in...
verifying...
welcome Syrarequest <>
<> end <>
typefunc();
normal x {45} = {41895}
+++++=+++++=+++++= PERSONAL LOG
board meeting, reeson, 006375
STOP READING YOU SHOULD BE WORKING...
-------+
----+++---++-
+++++++++++++----
----
----------
+
____________
That's when it started, the nightmares, of course.
Never had I felt like leaning
to close to the edge, never
had I this compulsion for disaster and destruction
http://www.turnerlearning.com/efts/species...30/manatob.html and
blood. Never, well, maybe once.
But not like this.HASH: 999-84697502-186988-1117----
[]f[]d[]h[]a[]j[]n[]r[]g[]q[]e[]u[]r
_________
fg
fff
ffffffffffffffF
CHAPTER 1
AMONG other public buildings in a certain town, which for many reasons it will be prudent to refrain from mentioning, and to which I will assign no ficticious name, there is one anciently common to most towns, great or small: to wit, a work-house; and in this work-house was born; on a day and date which I need not trouble myself to repeat, inasmuch as it can be of no possible consequence to the reader, in this stage of the business at all events; the item of mortality whose name is prefixed to the head of this chapter.__________________
_____
____________________________________
____ ___ _______________
REAGEL
WE NEED YOU 8:00 A.M. SHARP. - BRENNeCK
_______________________________+____________
T-Log - b-roll
{} {} };
end result...x
[]b[]g[]g[]v[]h[]j[]k[]a[]f[]e[]r[]r[]y[]u[]w[]g[]j[]j[]j[]u[]a[]b[]e[]s
--
--
~ DarkATi
DarkATi
Sep 18 2004, 11:50 PM
New Picture
Thaldarin
Sep 19 2004, 12:00 AM
Vargus, Octane. It's hard to see which is the better of the two, although I'd go for the Octane, as it had a couple of nice areas.
To be a critic (as I do) the marine spawn ceiling is far too low and really flat, boring and plain. Height variations, windows, texture chop ups, pipes, wires and an assortment of fans or lights could make a big impact on the area.
The lighting is rather bland although the colours do suit the area and bring out the textures alot more.
I sort of disagree against the texture usage, I think that when the bottom part of that black_ series texture is above the top of the texture the usage looks horrible. Although bevel it from the rest of the texture a bit more and it has one neat effect and good finish. Sounds confusing although I can't describe it any other way.
I'm also a bit puzzled as to why you are using the NOS_ texture set buttons as a light fixing, looks a bit strange to me.
DarkATi
Sep 19 2004, 12:03 AM
| QUOTE (Thursday- @ Sep 19 2004, 03:00 AM) |
Vargus, Octane. It's hard to see which is the better of the two, although I'd go for the Octane, as it had a couple of nice areas.
To be a critic (as I do) the marine spawn ceiling is far too low and really flat, boring and plain. Height variations, windows, texture chop ups, pipes, wires and an assortment of fans or lights could make a big impact on the area.
The lighting is rather bland although the colours do suit the area and bring out the textures alot more.
I sort of disagree against the texture usage, I think that when the bottom part of that black_ series texture is above the top of the texture the usage looks horrible. Although bevel it from the rest of the texture a bit more and it has one neat effect and good finish. Sounds confusing although I can't describe it any other way.
I'm also a bit puzzled as to why you are using the NOS_ texture set buttons as a light fixing, looks a bit strange to me. |
Man, you're gonna keep me up fixing all that. Me likes your crit very much. You're the Simon Cowell of mapping, sir.

~ DarkATi
HanzGrub3r
Sep 19 2004, 12:26 AM
DarkATI - "Holy Blandness Batman!" Come on dark, we all know that you can do much better work than that
DarkATi
Sep 19 2004, 12:30 AM
| QUOTE (HanzGrub3r @ Sep 19 2004, 03:26 AM) |
| DarkATI - "Holy Blandness Batman!" Come on dark, we all know that you can do much better work than that |
It's very funny that you all say I can when really I'm not that fantastic... I worked on Nancy, woopty-doo, I've never released any map before, not one... oh wait, co_rats_b3. But come now, a proper map, I mean, have I never produced.
I'm not insulting or denying that I can do better but I find it very odd that everyone thinks so highly of me... I'm just a loser mapper who's never released anything.

But *sigh* new screens coming your way in a tick, fixed ceiling (raised) added detail up there too.

)
~ DarkATi
DarkATi
Sep 19 2004, 12:34 AM
New, Improved... ramped gamma, skylight added and some detail to the ceiling, as well as a considerable raise in height in the whole area.
~ DarkATi
Thaldarin
Sep 19 2004, 12:37 AM
| QUOTE |
Man, you're gonna keep me up fixing all that. Me likes your crit very much. You're the Simon Cowell of mapping, sir. |
Hm, all I need is a good looking wife, alot of money, and tight high worn trousers and I'm there. Would make a funky member title too, lol.
| QUOTE |
| I'm not insulting or denying that I can do better but I find it very odd that everyone thinks so highly of me... I'm just a loser mapper who's never released anything. |
Whenever I release a map, it seems to be a crap one, I never seem to release any of the good stuff I create. DarkATi you have the potential you just don't have the motivation to produce the work. Go buy a new sci-fi game

EDIT:
New Area-
Some good strong contrast there, the skylight produces quite harsh shadows which looks pretty neat. However I don't like the glass to wall transition.
The black_wall texture and the nos_ texture on the ceiling clashes too much for my eyes. Use a trim texture, also try and add trims along the edge where the glass is now placed to make a much smoother finish.
*Attatched Picture As Example of Window Trims*
I also think instead of that door on the ceiling you should replace it with some pipes which are half inset to the ceiling with some nice small but wide supports with light shining on to the pipes. Personally I'd go for red pipes and yellow lighting to keep in the areas theme, although your choice.
DarkATi
Sep 19 2004, 12:40 AM
| QUOTE (Thursday- @ Sep 19 2004, 03:37 AM) |
| QUOTE | Man, you're gonna keep me up fixing all that. Me likes your crit very much. You're the Simon Cowell of mapping, sir. |
Hm, all I need is a good looking wife, alot of money, and tight high worn trousers and I'm there. Would make a funky member title too, lol.
| QUOTE | | I'm not insulting or denying that I can do better but I find it very odd that everyone thinks so highly of me... I'm just a loser mapper who's never released anything. |
Whenever I release a map, it seems to be a crap one, I never seem to release any of the good stuff I create. DarkATi you have the potential you just don't have the motivation to produce the work. Go buy a new sci-fi game |
Comments on the new screenie? And any recommendation's on a sci-fi game? (Played Doom3, not motivation there

)
~ DarkATi
DarkATi
Sep 19 2004, 01:00 AM
Heh, missed your edit, there.

Was waiting for a new post.
I like your ideas, I'm going to bed now, though. See you later, Thursday. I'll post more screens for you to tear apart, ASAP.
~ DarkATi
DarkATi
Sep 20 2004, 11:04 PM
New Pictar, right outside Marine Spawn - Exterior Air Control
~ DarkATi
Afr
Sep 20 2004, 11:31 PM
Looking good, maybe you can make the pipes in the last shot a little rounder.
Otherwise its looking very good.
TyrNemesis
Sep 21 2004, 04:00 AM
I like how it's beginning to develop. It has an ns_nothing-ish style to it but with the lighting variation that nothing so desperately needed.
With that fact in mind, you may want to be careful to use some varied geometry because admittedly some of those textures are bland to look at. If they're applied to an interestingly-shaped object, it's better than nothing. (Let's nickname this map ns_something

)
Bijiy
Sep 21 2004, 04:04 AM
The giant doors in the floor and ceiling are well...giant. Make them the actual size of the texture if you want to use them. Looks nice for a start.
eXo
Sep 21 2004, 08:07 AM
keep up the good work but the pipes fix em like afr sad
DarkATi
Sep 21 2004, 08:46 AM
| QUOTE (Bijiy @ Sep 21 2004, 07:04 AM) |
| The giant doors in the floor and ceiling are well...giant. Make them the actual size of the texture if you want to use them. Looks nice for a start. |
It's a part of the storyline though... Vargus is a Research Space Station orbitting the planet "UHX-273". Marine Spawn is a Deployment area for research probes and the like.
~ DarkATi
DarkATi
Sep 21 2004, 09:25 AM
A work-in-progress area: Flow Control
~ DarkATi
DarkATi
Sep 21 2004, 09:26 AM
The Door to Cooling Station 02.
~ DarkATi
AlienCow
Sep 21 2004, 09:54 AM
Big door...I like it
I assume it will open, as it leads to the Cooling Station?
Someone mentions the pipes need to be rounder, and i think thats vital to make it look better - its particularly noticable in the second from last one, as the pipe goes around the corner.
Otherwise, v nice
samejima
Sep 21 2004, 10:13 AM
see i dont like that it looks good i wont argue with that the texture use but the huge door looks bad in my oppion it seems streached so much and out of place with everything else
Thaldarin
Sep 21 2004, 11:20 AM
Not in a good mood, or got much time tonight, but just to help you out I'll give a quick comment on almost every screenshot in one short comment.
Texture set looking like it could be too over used, try and mix and match more.
I'll do individual and more detailed comments tomorrow, I'm just worried about the doctors etc. so don't expect some decent critic for atleast 24 hours. Although, I do love the lighting in that "ns_nothing" like described area as TyrNemesis^ put it
tommyd
Sep 21 2004, 11:21 AM
yea, looks like the same style as nothing. the closed door on the right wall in the 2nd pic (the hall with the pipes) seems to be 8 units up from the ground - it probably should be flush with the ground or at least have a little ramp going up to it.
DarkATi
Sep 21 2004, 01:13 PM
Argh, I was trying to stay as far away from Ken20Banks map as possible with this texture set...
And the pipes... fine... you all are costing me polygons!!!

~ DarkATi
P.S. Hope everything goes OK, Thursday.
DarkATi
Sep 21 2004, 05:07 PM
OK, fine, punks. Round pipes... j00 happy now?!?
~ DarkATi
DarkATi
Sep 21 2004, 05:50 PM
Behind the Big Door: Cooling Station 02.
~ DarkATi
DarkATi
Sep 21 2004, 06:33 PM
New shot, welcoming you to Space Station Vargus.

~ DarkATi
BlackPlague
Sep 21 2004, 06:42 PM
someone stop this mad man! lol
samejima
Sep 21 2004, 06:46 PM
EWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
darkati why do you listen to people it looked alot better before ( the pipe that is ) if you are going to make it round at least try makeing 2 pipes so it takes up the flat part that might look nicer just my oppion though
Reese
Sep 21 2004, 06:51 PM
My question is: why would the pipe follow the wall instead of just going strait through it? I thought of that and now it just won't stop bugging me. Other than that I don't really have much of anything.
DarkATi
Sep 21 2004, 06:54 PM
| QUOTE (samejima @ Sep 21 2004, 09:46 PM) |
darkati why do you listen to people it looked alot better before ( the pipe that is ) if you are going to make it round at least try makeing 2 pipes so it takes up the flat part that might look nicer just my oppion though |
Perhaps you could better explain this?
~ DarkATi
samejima
Sep 21 2004, 07:12 PM
in the first shot of the node the pipe was big and coverd your whole flat brush now you have a smaller rounder pipe see how it looks with 2 smaller pipes that cover the entier flat brush like the orginal did i can do it in photoshop if needed
DarkATi
Sep 21 2004, 07:13 PM
| QUOTE (samejima @ Sep 21 2004, 10:12 PM) |
| in the first shot of the node the pipe was big and coverd your whole flat brush now you have a smaller rounder pipe see how it looks with 2 smaller pipes that cover the entier flat brush like the orginal did i can do it in photoshop if needed |
Oh, no, I understand now. Will do!

~ DarkATi
DarkATi
Sep 22 2004, 12:52 AM
Time for a new screen. *yawn* this map is keeping me up all night!
Fueling & Storage
~ DarkATi
DarkATi
Sep 22 2004, 01:03 AM
The Layout thus far.
~ DarkATi
Soylent_green
Sep 22 2004, 01:04 AM
Bilinear without AF hurts
DarkATi
Sep 22 2004, 01:12 AM
| QUOTE (Soylent green @ Sep 22 2004, 04:04 AM) |
Bilinear without AF hurts |
I see no difference but here are some shots with AF at 16x and AA at 8x.
~ DarkATi
DarkATi
Sep 22 2004, 01:12 AM
Shot No. 2
DarkATi
Sep 22 2004, 01:13 AM
Shot No. 3
Belgarion
Sep 22 2004, 02:00 AM
oh man darky... you go away for a while and come back with THIS. thou art a man of tallent. Great color scheming and contrast with well placed textures. diamond pattern usually makes my stomach turn, but you've managed to use it effectively. i likes it. definetly puting that wall texture to good use. it's not used enough, but this will help things along i think. anyway.. i need sleep. good job. based entirely on aesthetics, i would say the map is off to a good start.
DarkATi
Sep 22 2004, 07:23 PM
*yawn* tired, here's a work-in-progress area: Research Hub BX6
~ DarkATi
DarkATi
Sep 22 2004, 07:24 PM
No. 2
DarkATi
Sep 22 2004, 07:24 PM
New Layout
Belgarion
Sep 22 2004, 07:59 PM
ack. my eyes. too much green brightness.
DarkATi
Sep 22 2004, 10:41 PM
Can't sleep, must map...
LOL, toned down green, just for you Belg... well, all our eyes as well. ^_^
~ DarkATi
DarkATi
Sep 22 2004, 10:42 PM
Different Angle.
~ DarkATi
Grizzly
Sep 22 2004, 11:07 PM
its still realy bright, but it is an improvement
TOmekki
Sep 23 2004, 03:41 AM
having all those computers and chairs on 1 wall doesnt look very good. also that room is an obvious marine heaven

but i havent played enough ns recently so cant think of any constructive hints.
except what you COULD do is: oh hell i'll paint it.
this shows the green computer room from top down:
the grey is the floor level, and the white is obviously the level where the rt is. what i thought of was that you lengthen the room as shown by with the broken line. then remove the stairs, lengthen the bottom area as shown in the pic and and make new stairs there.
what i also thought of was to have 2 big... computers or some neat things like that reaching from the floor to the roof, or almost to the roof. think of the computers/hubs that 1 room in co_kestrel.
about the rt, well, i cant think of a good place for it as of now. you can basically choose the rt spot depending on how the room balances: if its close to a hive, make the rt tucked safely behind the computers, if its near the ms but easy skulking ground perhaps put the rt on the floor near the exits to even things out.
DarkATi
Sep 23 2004, 04:10 AM
| QUOTE (TOmekki @ Sep 23 2004, 06:41 AM) |
having all those computers and chairs on 1 wall doesnt look very good. also that room is an obvious marine heaven but i havent played enough ns recently so cant think of any constructive hints.
except what you COULD do is: oh hell i'll paint it.
this shows the green computer room from top down:
the grey is the floor level, and the white is obviously the level where the rt is. what i thought of was that you lengthen the room as shown by with the broken line. then remove the stairs, lengthen the bottom area as shown in the pic and and make new stairs there.
what i also thought of was to have 2 big... computers or some neat things like that reaching from the floor to the roof, or almost to the roof. think of the computers/hubs that 1 room in co_kestrel.
about the rt, well, i cant think of a good place for it as of now. you can basically choose the rt spot depending on how the room balances: if its close to a hive, make the rt tucked safely behind the computers, if its near the ms but easy skulking ground perhaps put the rt on the floor near the exits to even things out. |
I'm taking your ideas into consideration, I do agree it is a bit marine-biased ATM but what I am doing is adding 2 vents into this room and, I know it's the typical cover but I've added two crates right by the stairs, these crates will give skulks some nice cover in this relatively wide open room. In the whole map though the vent system will be key, I'm planning a very intricate one that if used properly makes skulks/lerks etc. much more "powerful". And don't forget the cieling, that lip should provide some nice spots for skulky-poos to chill out and wait for marines.
Oh AND the entrance in from MS side is very narrow, a single OC could hold that room for quite some time. (Until the marines come from the other side, get JPs or take down the OC that is.)
~ DarkATi
TOmekki
Sep 23 2004, 05:18 AM
be careful with crates, especially in this kind of room with computers and stuff. also keep in mind that dont make crates that are larger than the doorways

because that looks silly.
DarkATi
Sep 23 2004, 05:48 AM
| QUOTE (TOmekki @ Sep 23 2004, 08:18 AM) |
be careful with crates, especially in this kind of room with computers and stuff. also keep in mind that dont make crates that are larger than the doorways because that looks silly. |
LOL, good to note but what if the crates were constructed IN THAT VERY ROOM! O_o
~ DarkATi
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