radforChrist
May 7 2005, 06:53 AM
OK guys, go easy. This is my first real try at a map for HL. I tried a map a year ago, and quit due to frustrations. However, I am working out a concept for a biodome type of area, but I have a lot to learn. Below are two pics of the future readyroom of co_habitat. This is very much early stages. I hope to have a lightning type effect in the middle (a power core) which will double for Random Portal. Please give me feedback on architecture and lighting, plus any hints you may have to help me along. I am completely new to this and any feedback is welcome.

carioca
May 7 2005, 07:55 AM
remove logo is use only for eclispe,second is sexy for old fan classic textures.
i like the ceiling in the first image and average lightining.
if you need a agrodome i have one in my old dead projects i will bring you a link.
radforChrist
May 7 2005, 02:40 PM
OK, I've increased the lighting all around, added join signs, and a POWER CORE.
I'll remove the logo when I fix all the textures (been too busy on the lighting). Anyway, updated pics.
Images Removed, see below
Malevolent
May 7 2005, 04:10 PM
I'm liking it so far Rad. That is very good for your first map.
Olmy
May 7 2005, 04:45 PM
I prefered the original lighting

. The funky ceiling geometry looks better then.
Belgarion
May 7 2005, 05:24 PM
I agree with Olmy. The original lighting was much better. Not as well lit perhaps, but moody and interesting. The walls could use something to make them a bit more interesting, but the first shots are much better in my opinion.
For a first map it really is quite good. Just keep looking at what you make and ask yourself if you think it looks good. Look at other peoples maps a lot too. They'll give you ideas.
carioca
May 7 2005, 05:58 PM
i host up my adridome, if you wanna include gime a credit to me but otherwise you could learn a bit.
downloadpage ns_vulcan
radforChrist
May 7 2005, 06:09 PM
OK, lighting is more to the original, but a little brighter. This is a DONE stamp for me for now, I'm going to start on the Marine Start and Observation Room, then come back later and make adjustments. I am happy with the results, especially the darker feel, but color contrast. Anyway, to the pics:
Spectator Join (ladder) and Observation Deck:

Marine Join. I removed the logo.

Updated lighting, better feel IMO:

Random Team/Power Core. The lightning moves as well as the light under the stairs pulsates slowly:

Alien Join. It's a bit clean, but once I've had practice with infestation, a may revisit:

Another Room picture:

Thanks for the feedback so far. And I'm quite happy with it considering I spent last night reading tutorials on even how to make a light entity or lights.rad file...
ImAWuss
May 7 2005, 07:34 PM
Might you post or pm that tutorial for me? I'm having problems finding a good tutorial that describes everything about lighting.
Anyways, the map is looking good.
Wuss
MrRadicalEd
May 7 2005, 07:53 PM
oh it's looking nice.. but have you thought about making those orange accent lights a little more orange/brighter? Like.. pop out more?
I suggest playing with the contrast more. If you highten the Scale under the RAD options( using decimal values) you can darken the map ever so slightly to create more contrast. Like 1.5 or 1.8 and increase the strength of your lights accordingly you might like the results
edit: it looks like your using a low value for your gamma entity(if your using one at all) maybe increase the value?
CarNagE1
May 7 2005, 08:13 PM
it looks realy small for how many player you plan to make this map?
Plaguebearer
May 7 2005, 08:14 PM
Rad, look into texture wrapping across several surfaces, it'll make(for example) that infested wall look nicer.
Invader_Scoot
May 7 2005, 10:50 PM
Eh, that lighting is not going to well with me. Still needs some tweaking.
Soylent_green
May 8 2005, 12:00 AM
note: Staircases are evil(aliens and the wheelchair bound alike favour ramps).
Once_Only
May 8 2005, 02:10 AM
I like the simplicity, but the readyroom has to be far larger than that. Also, try make your lights brighter, and your colours stronger. If a light appears orange to you, make it closer to red than just plain ol' orange.
But i really like the 'random team' join portal. Looks awesome.
radforChrist
May 8 2005, 08:40 PM
Thanks for the feedback. I know I'm going to have to increase the size of the RR a little bit, but 1) This map is a test for a larger NS map and 2) The only CO I play are small games waiting for NS, so I'm making this for smaller teams. 24-32 player co will die horribly on this map.
I'm getting each room to abou 75% done, then moving on. I'll tweak lighting/architecture near the end, but for now, I just want an overall "feel" to each room. Please keep the feedback coming.
Here's the gut of my Marine Start. I still need structures, but the overall design is finished.
There's the first pic of the Marine Start. You'll see the Observation Deck, ceiling architecture, and lighting scheme.

The CC will sit in the depressed area in the middle, and yes, I see the texture alignment problem on the lights on the wall. There will be a ladder exit between the blue lights on the far wall.

Another view showing the Observation Deck. Wait, what's that I see through that window? the RR? Well, I'm toying with this idea, and so far, it's working.

More of the ceiling architecture. You'll also see two vent accesses (one bit open) above MS. Each one leads to a separate area of the map. I may place a weldable for each in the map, but playtesting will determine.

There will be an exit to another room from this location.

That's it so far. I don't have steps/ramps on the sides yet, nor the ladder exits. Comments and feedback welcome!
PS. Only problem I'm having, is that using texture lighting in the lights.rad file, even 200 brightness isn't that bright. Without adding a light entity, is there a way to brighten it more?
Olmy
May 9 2005, 12:21 AM
I think you should revert to your original lighting, and make any tweaks from there. It looked the most consistent then in my opinion.
Fatal_Error
May 9 2005, 12:43 AM
Hehe, being able to see the rr makes it a bit like faceoff in a sense.
carioca
May 9 2005, 12:50 AM
you try the magical env_gamma with 2.0 value?
2_of_Eight
May 9 2005, 03:09 AM
I suggest using a more varied texture for many parts of it that currently use that striped one. It's almost an eyesore... at least for me.
radforChrist
May 9 2005, 03:44 AM
Olmy: Actually, I've brought down the white light almost back to the original. It's definitely more contrasted.
1/4: What exactly are you talking about, which one. Could you use paint and circle the one? I don't really like the star like logo on the side walls, but I'm not sure what to put there, as any other texture seems plain. I may have to break that area up somehow.
I'm not updating pics quite yet, but the MS is better lit now, and I have two armories in position under the Observation Deck. I'll probably add the ladder wells into the walls tomorrow, and start work on the maintenance levels leading to the hive.
What of it architecturally? Are the areas broken up enough, or is it too bland? I'm not a fan of ramps, so I'll be using stairs, at least in the MS. I'm trying to break up the texture usage and not keep an open area from being too mundane. One mapper gave me a good tip today, stay away from wall lab, but actually, it's the only one that fits near what I want. Does my application of said textures give a unique feel, or is it a mediocre attempt at an overused set?
Like I said, this is my first map, so I'm happy with everything I learn, but I'm also open to anything to help correct me. But I need you to try to be specific. In my attempt to not show off my all new, incorrectly textured, fullbright box map, I don't want to complicate it to the point it's just.... ugly.
I'll hopefully give you updated MS pics tomorrow evening.
2_of_Eight
May 9 2005, 04:02 AM

Just some of the excessive lines.
Lt_Gravity
May 9 2005, 06:16 AM
ahhhh, wall_lab strikes back!
but I like the column in the rr, looks cool.
GiGaBiTe
May 9 2005, 09:04 AM
with the map name, i would have thought that it would have looked like ns_origin's biodome hive, but with vegitation everywhere. but instead it looks like a plain map with lighting.
it looks ok, but seriously change up some of those textures.
Crispy
May 9 2005, 12:17 PM
For the 'Observe' team_join, can an Onos fit down that ladder?
If a cheater came on, or for any other reason someone playing as Onos wanted to spec, would they have to reconnect to the server? Remember that some servers allow you to RR and rejoin your original team with the same res, you wouldn't want to disable that option.
radforChrist
May 9 2005, 03:21 PM
| QUOTE (GiGaBiTe @ May 9 2005, 04:04 AM) |
with the map name, i would have thought that it would have looked like ns_origin's biodome hive, but with vegitation everywhere. but instead it looks like a plain map with lighting.
it looks ok, but seriously change up some of those textures. |
Actually, the plan is for an outdoor type environment, but I need a style for the surrounding ship. I don't do textures, I don't have the patience, so point me to a COMPLETE pack of scifi textures other than wall_lab I could use, and I'm there. I am also in need of grass and tree textures that are open to use. If someone could make some for me, I'd be happy. I'm waiting to do the outdoor area until I have more experience, and the textures to work with.
You said it was a "plain" map. Do you mean run of the mill, or bland? Perhaps both?
2_of_8, thanks for the pics. Some of the lines will remain, because I like them. I the 2nd pic, the two on the sides will be removed. There's a CC on the middle lower one, so it's not as noticeable. In the last pic, the lines on the sides are just placeholders until I create the adjoining room.
Once I box my rooms in, get a feel for my architecture, and then the texture usage I'm happy with, I hope to curve some walls, create supports, a break up the monotony a bit. however, I want to get a fully playable map, then beautify it.
Crispy, I haven't tested an onos yet, but I will, and get back to you on that soon. The whole RR will be enlarged a wee bit, but I wasn't planning on changing the power core size.
carioca
May 9 2005, 03:54 PM
| QUOTE (carioca @ May 7 2005, 12:58 PM) |
i host up my adridome, if you wanna include gime a credit to me but otherwise you could learn a bit. downloadpage ns_vulcan
|
here biodome and textures.
Lt_Gravity
May 9 2005, 05:17 PM
the lighting looks indecisive to me. there is no lightstyle that can be recognized.
Kouji_San
May 9 2005, 05:57 PM
Haven't seen anyone say something about the window texture, so here goes

I use these settings with FX-Amount normally ranging from 30-90 depending on the surrounding light level of the rooms (lower value for brighter rooms)
Render Mode: Additive
FX-Amount(1-255): 50
This would make it look more like glass and not a unclear steamed up piece of plastic.
SamR
May 9 2005, 11:11 PM
| QUOTE (radforChrist @ May 7 2005, 06:53 AM) |
| OK guys, go easy. This is my first real try at a map for HL. I tried a map a year ago, and quit due to frustrations. However, I am working out a concept for a biodome type of area, but I have a lot to learn. Below are two pics of the future readyroom of co_habitat. This is very much early stages. I hope to have a lightning type effect in the middle (a power core) which will double for Random Portal. Please give me feedback on architecture and lighting, plus any hints you may have to help me along. |
I think the original lighting was far better than the new lighting scheme you have changed it too. I believe it was far more atmospheric in the original post.
I also have a tip. Rarely take the advice of others, since it will lead to creating compromised levels. Do it for yourself, not for others.
For a first serious map effort, I am seriously impressed.
N_Recoup
May 10 2005, 12:15 AM
However you should take the advice of people who have been doing this for ages, or at least take it into consideration.
GiGaBiTe
May 10 2005, 04:41 AM
| QUOTE |
| You said it was a "plain" map. Do you mean run of the mill, or bland? Perhaps both? |
to me it looks like someone just built the place and noone has moved in yet. it would look better if you added pipes, pits, dark areas, *cough* crates, etc.
so i would classify it as bland.
radforChrist
May 10 2005, 01:05 PM
Well, giga, you're very close to the truth. Right now, I want the basic layout done. Lighting helps me find the source points for the lights, and helps me determine if I need to actually place fixtures in the area for a lightspot. I've also heard how alot of mappers get really lavish on the detail and end up going way over in the end, and having to overhaul areas to bring it down. I want a basic "warehouse" built, then move the computers, wiring, plumbing, etc. in.
Besides, the greenhouse is going to take alot of resources, because I want it to feel like a jungle environment. Very thick underbrush, tall trees with branches for lerks to perch, a really different feel for NS, but overall something that fits in perfectly with the rest of the map. I think I can do it, but it's going to be hard.
So, bland is OK for now. I won't have much time to work on this for this week and possibly next week, as I prepare to start a second job. But I hope to get some things together soon.
Lt_Gravity
May 10 2005, 02:03 PM
| QUOTE (radforChrist @ May 10 2005, 08:05 AM) |
| Besides, the greenhouse is going to take alot of resources, because I want it to feel like a jungle environment. Very thick underbrush, tall trees with branches for lerks to perch, a really different feel for NS, but overall something that fits in perfectly with the rest of the map. I think I can do it, but it's going to be hard. |
not without using models. creating a decent looking tree with hammer is nothing anybody should try. trust me, I am one of few people using TONS of vertex manipulated brushes in maps. and its hell of annoying!
if you still want to try it: good luck. TONS of it....
Crispy
May 10 2005, 04:00 PM
I'd put in a request for tree models in the forum next door sooner rather than later if that's what you were thinking.
carioca
May 10 2005, 04:59 PM
i remenber about cripy say about c dod texture for grass trees.
SamR
May 10 2005, 08:35 PM
| QUOTE (N Recoup @ May 10 2005, 12:15 AM) |
However you should take the advice of people who have been doing this for ages, or at least take it into consideration. |
I've been mapping since I was twelve, and I'm advising that you don't take the advice of others lol....
yeah, I was a bit tired when I wrote that, you should of course always listen to other opinions, but only go with them if you like them.
hmmm, seems I'm tired now too

lets have some more screens
radforChrist
May 11 2005, 05:06 AM
OK, updated shots. New, dimmer lighting closer to the original in the RR, and a (mostly) finalized Marine Start. It's funny, I only have these two rooms, and I'm at 1.1 MB.... but oh well. Here are the shots, thanks for the feedback, I hope this looks better...
Power Core Random Team Join

A view of Marine Start FROM the Ready Room

Marine Start complete with 2 armories and a CC. Notice I changes the side ceiling textures, but sorry, 1/4, some of those "lines" stay.


This shot shows the stairs and ramps I've placed on the sides of the MS. There is a main exit directly across from the Observation Deck (RR), and two exits on either side. There are also 2 vents.

This view shows the ladder access that will lead to the maintenance level. This level will use the grey wall_lab, and there will be a sub floor a little more gritty.

A view of the ceiling with one of the vent breakables:

These are two shots of the RR with the newer lighting.


Anyway, it's starting to come alive now, and I'm getting a better idea of how to get what I want, so hopefully it'll move a bit faster.
As I said before, these rooms arent' complete, just imagine them a little more "fleshed out" so I can get a general feel for where it's going.
2_of_Eight
May 11 2005, 05:19 AM
I like the reduction in lines you made!

Also, would it be possible to make the "random team" text scrollable? As in, have it rotate around the center column? I think that'd look nice.
Crispy
May 11 2005, 12:41 PM
I'd add the scrollable text to an entity list for future inclusion because you might find that it's a luxury that doesn't merit the use of a func_conveyor.
As for the RR looking into MS, there could be several gameplay probs here. Any Alien player could just pop back to the RR to see where the Com had gone with the techtree and choose their Hive2 chamber or evolve accordingly. They could also co-ordinate attacks on the MS structures without having to risk a scout getting downed.
I sketched out a plan for a section of Solace to overlook the RR (with nobuilds or similar to disallow the Com dropping there) and I think it would work fine the other way round.
radforChrist
May 11 2005, 05:28 PM
| QUOTE (Crispy @ May 11 2005, 07:41 AM) |
As for the RR looking into MS, there could be several gameplay probs here. Any Alien player could just pop back to the RR to see where the Com had gone with the techtree and choose their Hive2 chamber or evolve accordingly. They could also co-ordinate attacks on the MS structures without having to risk a scout getting downed. |
CO_habitat
Moconnor
May 11 2005, 07:17 PM
| QUOTE (radforChrist @ May 11 2005, 05:28 PM) |
| QUOTE (Crispy @ May 11 2005, 07:41 AM) | As for the RR looking into MS, there could be several gameplay probs here. Any Alien player could just pop back to the RR to see where the Com had gone with the techtree and choose their Hive2 chamber or evolve accordingly. They could also co-ordinate attacks on the MS structures without having to risk a scout getting downed. |
CO_habitat |
hehe, you're caught there crispy._
Crispy
May 11 2005, 10:42 PM
| QUOTE (radforChrist @ May 11 2005, 12:28 PM) |
| QUOTE (Crispy @ May 11 2005, 07:41 AM) | As for the RR looking into MS, there could be several gameplay probs here. Any Alien player could just pop back to the RR to see where the Com had gone with the techtree and choose their Hive2 chamber or evolve accordingly. They could also co-ordinate attacks on the MS structures without having to risk a scout getting downed. |
CO_habitat
|
pwned
nogoodnickname
May 12 2005, 04:41 PM
nice
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