Overly Chatty Penguins
The Ready Room => Media => Mapping => Topic started by: BobTheJanitor on April 01, 2004, 11:52:59 PM
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Yep, I finally stopping thinking about doing some mapping and started doing some mapping. YES, it's a co map. Deal with it. I'd rather cut my teeth and make my mistakes on an easy co map than on a full on NS map. That'll come afterwards. At the moment, I have naught but MS built. Here's a little screenie, though, to give you an idea of what it's shaping up to thus far:
(http://www.chubshuffle.com/bobthejanitor/noname1.jpg)
(Yes I know the CC is pitch black for some odd reason, I'm working on that)
I figure making a thread about it will keep me working if I ever slack off. So remember, if I don't update every once in a while, harass me!
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To square, needs better textures.
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Looks decent so far. Those lights are a bit large, and the place obviously needs more clutter (crates, ect). Maybe some hanging lights. I like the texturing personally, the lights just kind of dominate.
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I like the huge lights, it would be especially cool if there were a big window on the opposite corner...
Try doing that map with a crisp feel, like, really bright, cold, frost on pipes coursing with cold liquids... clean gratings.... make it look very sterile, and then the alien sections will look all the more foreign, Give it huge cielings... co_cathedral would be cool, lol
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Ura: Hahahaha.
Sancho: Meh, I think the lights are fine. Otherwise the room ends up quite dark. At the moment it's almost all lit by texture lights, with some regular light entities in to give them a boost in some areas. The r_speeds are reaching about all I can do here. (It's mostly the staircases, damn them) Besides, it's MS. You don't want a lot of easy clutter for hiding skulks. At most I think I'm going to add in a beam or three for some slight ceiling detail/cover and move on. I've been screwing with MS for a few days now, trying to get it just right.
Ulatoh: As a matter of fact, there is a big window on the opposite corner. = ) Outside I've got a particle system simulating rain and a randomly triggered lightning and thunder effect. Weee!
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Outside I've got a particle system simulating rain and a randomly triggered lightning and thunder effect. Weee!
if you get good sounds and nail the lighting, lightning/thunder effects can be scary as heck, otherwise it's just ... meh
looks nice, i like the stairs
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good job so far, bob, With a bit of work, this can turn out well.
Just don't forget basic gameplay concepts, and please, pleeeaasseee, make it JP/Lerk friendly :)
BTW, can some one tell me where to get the NS mapping resources (fgd's etc.)? Thanks ^_^
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The fgd is in your nsp folder. Just open it up and look for ns.fgd. For more indepth setup for a good complier and whatnot, go to the ns.org forums, look in the mapping forum and then the subforum mapping help and troubleshooting. The sticky posts have a full setup guide.
Also, I'm really thinking hard about gameplay concepts here. That's part of what's taking so long. I don't want MS to be too alien friendly so there's no dark hidey corners but there will be railings to annoy fleeing aliens. (when I get around to putting them in) The ceiling needs to be broken up with something to make it not so easy for skulks to wallwalk right over the CC and dive bomb it. There'll be an armory on the upper and lower level, also. I'm trying to make it very hard for aliens to camp and for them to retreat once they've moved in and instead to encourage them to just get in there, bite the chair, and die, the way co is supposed to work.
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hootingly pretty, gj bob.
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I love how it looks at the moment Bob. Don't listen to those other people, my opinion is more important! :)
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(Yes I know the CC is pitch black for some odd reason, I'm working on that)
Try moving it a couple units away from the floor. Models can be a bit tricky when it comes to lighting, as they are lit and rendered differently from the world.. Being in the floor can often make them completely black.
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After screwing with the black CC for HOURS I finally got it to light up. Had something to do with the little 1 unit thick brushes next to it with the light textures on top. Hell if I know what, but deleting them and replacing them with a different style has fixed it. I'm so glad I had to compile about 7 times to figure that out.
I will now proceed to crash hard into my bed.
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Hey Bob give me a shout if you want me to attempt and make world models for the map!
I've been itching to use Milkshape for a good use :p
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That'd be cool. I'll let you know if I think of anything. The worldmodels thread on ns.org sort of fell apart. I only ever saw two or three real downloads from it, the rest were just 'look at this cool awesome thing I made wouldn't it look great in game?' and there's no download and the model is like 8,000 epolies anyway.
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Any thoughts as to the location/origin of this new place? or a Story to it's existance?
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That'd be cool. I'll let you know if I think of anything. The worldmodels thread on ns.org sort of fell apart. I only ever saw two or three real downloads from it, the rest were just 'look at this cool awesome thing I made wouldn't it look great in game?' and there's no download and the model is like 8,000 epolies anyway.
Tell me about it :/
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After screwing with the black CC for HOURS I finally got it to light up. Had something to do with the little 1 unit thick brushes next to it with the light textures on top. Hell if I know what, but deleting them and replacing them with a different style has fixed it. I'm so glad I had to compile about 7 times to figure that out.
I will now proceed to crash hard into my bed.
Welcome to mapping!
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Sancho: Meh, I think the lights are fine. Otherwise the room ends up quite dark.
Are you using the gamma entity? Its a must!
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way to go bob... now I feel like attempting map making again...
*draws up layout on handy sketchbook beside his computer*
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Oh yeah I'm using the gamma entity. Otherwise it would look icky!
As far as story goes... I've got it so far as being a scientific weather monitoring station on an otherwise deserted world. Just a lot of water and rain. If more details are needed, I'm sure I'll think them up later. ;)
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*harasses bob into doing more mapping*
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omg bob can't exactly map atm since his computer is borked, but ya harass him again when his computer gets fixed ;)
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Yes! I wish I could put more work into it, but right now the map is on a drive that my current motherboard can't even access... As soon as I get the good RMAed mobo back everything should be back to normal. However... if they don't fix combat so that it's at all fun, I don't know if I WANT to make a combat map. :(
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oops, good point
don't I feel like a moron :rolleyes:
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By the way, the hard drive this was on was scrambled, and this map is irretrievably lost. That one screenshot is the only thing in the world that remains from it. Sad sad, but now I feel like a real mapper, having lost a map in a HD crash. :(
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Wow bob that layout is pretty awesome. I like that. BUt yea the textures could be a little more dramatic. But Ive not seen a MS layout quite like that. Looks good for a starter.
...and the place obviously needs more CUTTER....
Heck yea it does. Ill play it :)
Too bad it was lost due to a HD crash.