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DarkATi
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 tounge.gif ) Sorry I have to use the forums picture thing because I don't have any webspace with very high bandwidth. sad.gif

~ DarkATi

Navigation Deck (Double Node)
DarkATi
Hallway (Changed the water to a grimey sort instead of a tropical blue, thanks whoever suggested this, it looks much better now)
DarkATi
Gathering Hive (The hive isn't there but it would be in that obvious cylindrical area there.)
DarkATi
Gathering Piceh 2
DarkATi
My favorite hallway in the map. (Near Gathering)
DarkATi
Starboard Engine Hive
DarkATi
Starboard Engine Hive Piceh 2
DarkATi
Nav Deck 2 (Double Node)
DarkATi
Double Node Again (Nav Deck)
nightdragon
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
dux
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_W
I asked for the different watery colour smile.gif
It is nice to see a new map being made.
Some_tall_guy1
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 smile.gif
Parallax
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 wink.gif

-Parallax
DarkATi
Thanks for the crit everyone! biggrin.gif

QUOTE
that "Port 9" tex looks really outta place there. Also the Port 6 generator thingy could use some infestation


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. biggrin.gif

QUOTE
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.


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.

QUOTE
I asked for the different watery colour
It is nice to see a new map being made.


Thanks again, that hallway looks much better now. biggrin.gif

QUOTE
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


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.

QUOTE
  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


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

~ DarkATi
dux
QUOTE (DarkATi @ Jan 24 2004, 04:40 PM)
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.

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.

wink.gif
DarkATi
QUOTE (dux^ @ Jan 24 2004, 05:10 PM)
QUOTE (DarkATi @ Jan 24 2004, 04:40 PM)
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.

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.

wink.gif

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

~ DarkATi
Guspaz
QUOTE
QUOTE
that "Port 9" tex looks really outta place there. Also the Port 6 generator thingy could use some infestation


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. biggrin.gif
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.

QUOTE
QUOTE
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


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.
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.
DarkATi
QUOTE (Guspaz @ Jan 31 2004, 12:34 PM)
QUOTE
QUOTE
that "Port 9" tex looks really outta place there. Also the Port 6 generator thingy could use some infestation


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. biggrin.gif
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.

QUOTE
QUOTE
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


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.
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.

Good idea, I'll twist the support up some, thanks!

~ DarkATi
Extreme
The map looks good so far, the mirky water and all the bacterium, definitley add to the infestation feeling.
DarkATi
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
tankefugl
The mapping forum has all this warm fuzzy non-trolling non-flaming feeling to it. smile.gif

It's amazing!

And, oh. I really like the look of this map.
CaCa
it's not boxy, it's sexy boxy, wich is perfect (to me at least)... plus, it means good fps... doesn't it?
Olmy
Gnerally does mean better fps smile.gif. 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.
Thaldarin
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.
Olmy
Admittedly some places could do with some wall details, and i'm sure there is plenty of polys to spare smile.gif. 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 smile.gif.
ShenTraX
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
Haze
Only thing I could suggest is use the infestion technique more on infested walls if you have polys to spare.
Kouji_San
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 tounge.gif)

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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