Thaldarin
Feb 9 2004, 02:27 AM
Right here is some screenshots from ns_guard. I've been working on the map for quite some time. Eight Screenshots to come, so please do not post any feedback until the 8th is done and dusted. Thanks.
Thaldarin
Feb 9 2004, 02:28 AM
2nd Picture
Thaldarin
Feb 9 2004, 02:29 AM
3rd Picture
Thaldarin
Feb 9 2004, 02:30 AM
4th Picture
Thaldarin
Feb 9 2004, 02:31 AM
5th Picture
Thaldarin
Feb 9 2004, 02:32 AM
6th Picture
Thaldarin
Feb 9 2004, 02:33 AM
7th Picture
Thaldarin
Feb 9 2004, 02:35 AM
8th Picture.
Oh and #2 was deeply inspired by ns_powerhouse
Tribal-Bob
Feb 9 2004, 02:35 AM
Looks awesome, do you have a backstory for it?
wRaven
Feb 9 2004, 03:03 AM
Picture One: The bottom left floor texture is off: there is a section that shows half of the tile.
Picture Five: The RT and Hive are to close together, making grenades doubly effective there.
ssjyoda
Feb 9 2004, 03:06 AM
Many dark corners/walls. Too dark, still need to be able to see everywhere pretty much.
Uncledad
Feb 9 2004, 03:48 AM
nice d00d
Thaldarin
Feb 9 2004, 06:26 AM
I just realised I've mucked up the gamma correction on every shot

They're all a bit too dark. Oh well, the next two have been mucked up aswell, but they show the hive, and area outside alot brighter.
Thaldarin
Feb 9 2004, 06:27 AM
Second pic, last one for now.
| QUOTE |
Picture One: The bottom left floor texture is off: there is a section that shows half of the tile.
Picture Five: The RT and Hive are to close together, making grenades doubly effective there. |
There is nothing wrong with that floor texture, its how I want it to be. The RT thing, hmmm, there is barely any space left, but I will consider moving it.
Olmy
Feb 9 2004, 06:54 AM
To the extent of it being aligned with the edge he was correct.
wRaven
Feb 9 2004, 07:19 AM
| QUOTE (Edgecrusher @ Feb 9 2004, 01:54 AM) |
| To the extent of it being aligned with the edge he was correct. |
I was talking about this:
But seeing as he wants it that way, all right.
Thaldarin
Feb 9 2004, 07:27 AM
| QUOTE (wRaven @ Feb 9 2004, 02:19 AM) |
| QUOTE (Edgecrusher @ Feb 9 2004, 01:54 AM) | | To the extent of it being aligned with the edge he was correct. |
I was talking about this:
But seeing as he wants it that way, all right.
|
I know, but there is room for complacency. Not everything in the world is perfect, nor should everything in the map be.
Kouji_San
Feb 9 2004, 07:33 AM
I dont see anything wrong with it

. A floor tile is manufactured a standart way and the layout of a building most of the time forces the construction workers to cut it so it can fit. Same goes for level design if you ask me

One thing bothers me though, where is the light comming from to light up that hive and rt.
GreetzZz Kouji San
Thaldarin
Feb 9 2004, 07:35 AM
| QUOTE (Kouji San @ Feb 9 2004, 02:33 AM) |
One thing bothers me though, where is the light comming from to light up that hive and rt.
GreetzZz Kouji San |
The ceiling is highered, there is red and blue light, + spot lights coming from the side. Really need to see it in-game though
Mashpit
Feb 8 2004, 07:42 PM
Map sucks tbh. lots of little box rooms...
DarkYeti
Feb 8 2004, 07:53 PM
PWNZ
Moconnor
Feb 8 2004, 08:25 PM
Looking very nice thursday!
But.....
IMO-There is alot going on on the walls and ceiling, but the floor areas look
really empty(hope i explained that right)and i know you need space for builiding!!
and the red spot lights on the pipes look a bit rare
moconnor
Thaldarin
Feb 8 2004, 09:14 PM
| QUOTE (Mashpit @ Feb 8 2004, 07:42 PM) |
| Map sucks tbh. lots of little box rooms... |
If you have a dislike of the map please try and be a little less discrete and put more detailed opinins. Otherwise do not post at all.
Moconner: yeah I see what you mean. I guess it will come down to in-game testing with a 16 player server to see if it needs changing or if its fine.
MeanMrMustard
Feb 8 2004, 09:21 PM
Looks nice Thursday, The first picture of the corridor really impressed me.
It has that Clean style to it, without using the textbook clean textures
Grizzly
Feb 8 2004, 09:29 PM
its bumping gnight tonight
hide kids
Tonee
Feb 9 2004, 04:06 PM
Just a little crit...
tis tooooo gooood make less detail
good work keep it up
Starchy
Feb 9 2004, 10:12 PM
Cool pics however, I can't help feeling that the long hallways will be hell for little skulks

But overall, gg
Bogglesteinsky
Feb 9 2004, 11:02 PM
The tube coming down from the hive goes into the floor. Looks slightly wierd (unless you want it that way).
Tequila
Feb 10 2004, 12:27 AM
| QUOTE (Mashpit @ Feb 8 2004, 02:42 PM) |
| Map sucks tbh. lots of little box rooms... |
Is that you amckern? I can't tell because of the cloak and hideously scarred features.
Belgarion
Feb 10 2004, 06:45 AM
mmm.... everyone kneel in the presence of thursday and is terribly atmospheric lighting. truely, it is awesome. i'm not sure how it will translate to gameplay, but it looks fantastic.
about that Hive/RT thing, it is a very valid point. 6 or 7 nades in there and you've lost your RT, half way on the hive. any spawning aliens are gonna get whacked too.
you could counteract that by making a little cubby in the wall somewhere for the RT and then make the spawn entities on the edges of the hive room. that way if you've got a GL at the edge of the room poor little skulky is that much closer to the enemy.
other than that it's really just.. gah. you make me jealous. ^_^ you've got an abundance of ceiling detail which is always good, and plenty of verticle gameplay options. always keep the verticle gameplay in mind! yes. i've said it, now i must try to do the same. bwar.
great work thursday.
Tribal-Bob
Feb 10 2004, 07:23 AM
| QUOTE (Mashpit @ Feb 8 2004, 02:42 PM) |
| Map sucks tbh. lots of little box rooms... |
Must get lonely sitting up there in that ivory tower all on your own.
Thaldarin
Feb 10 2004, 05:36 PM
Well, I completed the Power Condensers area of the map. Gamma corrected the screenie too, Thanks Xp-Cagey.
I think the lighting might need some tweaking, suggestions as of course, are appreciated.
MeanMrMustard
Feb 10 2004, 05:41 PM
thats bloody lovely mate.
I love the green/ red lighting, to me it symbolises the evil and good, clashing

The centre support beams fit very well, as well as multiple floor textures, which breaks it all up.
The far right res node looks really nice, I love the side pannels, being illuminated by the green lighting.
It looks spacious, as well as having a tight industrial feel.
Lovely work.
KungFuDiscoMonkey
Feb 10 2004, 06:25 PM
And this is still in the HL engine? Serriously great work dude.
Moconnor
Feb 10 2004, 09:02 PM
ah luvly bit of work there!
One thing i think the red lights are not red enough, a bit pinky!
Belgarion
Feb 10 2004, 09:20 PM
That pic has ns_powerhouse written all over it. that can be nothing but a good thing.
Thaldarin
Feb 10 2004, 09:50 PM
| QUOTE (Belgarion @ Feb 10 2004, 09:20 PM) |
| That pic has ns_powerhouse written all over it. that can be nothing but a good thing. |
Hmm, bit confused by this. I will take it as a complement. The main inspiration for this part though was NS 1.04 Caged.
Mustard: Cheers. Although I chose red and green as they are opposite colours on the spectrum (or atleast I think they are). Nice conception of them though, good and evil.
Kouji_San
Feb 11 2004, 12:47 AM
| QUOTE (Thursday- @ Feb 10 2004, 06:36 PM) |
Gamma corrected the screenie too, Thanks Xp-Cagey |
Hehe finally got the paintshop gamma correction to work?
But seriously:
That area has VERY nice architecture. Only as you yourself suggested the lighting needs work. I wouldn't change the lighting near the rt since that looks alright if you ask me. But maybe you can make the area between the Power Condensers more dark. Or light it thussly that theres "a darker" shadow underneath those protruding parts on the left. (and mayb some mist, I love mist

)
Insipration from caged... That was my first though to 
GreetzZz Kouji San
Belgarion
Feb 11 2004, 08:40 AM
| QUOTE (Thursday- @ Feb 10 2004, 03:50 PM) |
| QUOTE (Belgarion @ Feb 10 2004, 09:20 PM) | | That pic has ns_powerhouse written all over it. that can be nothing but a good thing. |
Hmm, bit confused by this. I will take it as a complement. The main inspiration for this part though was NS 1.04 Caged.
|
yes, it was meant as a compliment. my reason for saying it looked like powerhouse stems from the white lights you have above the walkway and the
|_| |_|
design you used on that power condenser. and the funky spots of colored light of course. but to be sure, very nice looking. and yes, red and green are on opposites. as are purple and yellow for anyone who cares.
Coblet
Feb 11 2004, 03:03 PM
Fantastic work

. I love the contrast on the lights.
Forlorn
Feb 26 2004, 07:13 PM
Some fantastic screenshots. It would be a dream for me to PT that map once it's completed. Just drop me a pm if you are interested.
Thaldarin
May 8 2004, 08:57 PM
Well, its been a long time since I looked up this wee beaut, time to get it going again. I was wondering if I could have some comments on what to keep and what not to keep? I was thinking about the hive, and the funky area which (back in the day) got some bloody nice appraisel. Oh and of course the power house area is almost a dead certainty.
I would also like some suggestions of the overall theme and look of the map, and if anyone would like to, provide me an overview map, or portion of an overview map to get myself a good layout going to resurrect the map. I'm ready to make something again, and in the midst of exams when the pressure gets tough, mapping will relax.
So please comment as I've asked above (or just praise what you see in the whole thread if you've never seen it before).
Grizzly
May 8 2004, 09:33 PM
exelent
maybe tune down the lights in the last pic a bit
Recoup
May 8 2004, 09:41 PM
I love it. Tell me, how did you make it? Which tools? Im not familiar with any of HL SDK tools, or is there a map editor for NS? Otherwise....
OMG I LOOKS SO COOL BBQ!!
brute_force
May 8 2004, 09:45 PM
| QUOTE (Recoup @ May 8 2004, 10:41 PM) |
I love it. Tell me, how did you make it? Which tools? Im not familiar with any of HL SDK tools, or is there a map editor for NS? Otherwise....
OMG I LOOKS SO COOL BBQ!! |
Er, you use Valve Hammer Editor for mapping. There is really no need to change the SDK unless you are making a mod
Nedge
May 9 2004, 10:44 AM
MAP LOOKS GR8
i love it u gotta send it to me to have a proper gd look
ty m8
i think i need to learn to map for this game look well gd
nedge
---x---
Thaldarin
May 9 2004, 10:51 AM
| QUOTE (Nedge @ May 9 2004, 10:44 AM) |
MAP LOOKS GR8
i love it u gotta send it to me to have a proper gd look
ty m8
i think i need to learn to map for this game look well gd
nedge ---x--- |
So thats another 7 Years I'll spend round your house
I might give you a preview run around, although I'm rebuilding most of it again. Can't really play it though with the state thats it is in.
NzNexus
May 9 2004, 11:08 AM
ermm. *cought Cought..Decompiling ns powerhouse is the same.
This map looks to original to be downloaded, we allready have one power house in progress, hey then why wee need this map, Well not baad work but too much like the ns powerhouse.
keep up the work, thursday and try to not take ideas from powerhouse or other maps et.c..
And there are so many lights on the map..It's like nancys rave room!
Coblet
May 9 2004, 01:32 PM
I'm sorry nexus but what you just said is totally rich coming from someone who used to decompile and retexture maps. If you haven't got anything sensible or even valid to say, theres no point in you actually bothering with posting.
Again, your comment about the amount of lights is deemed null and void after I take the time to look back at your last mapping thread.
Whats more, I've noticed that all you do is essentially recycle what other people in the thread have said... God forbid you have your own opinions, especially when what other people said could also have been totally wrong.
Grizzly
May 9 2004, 02:30 PM
absolutly exelent work, me liky biggtime, me wantsz0r teh mapp... i know you but plz.. try to hurry !
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