Overly Chatty Penguins
The Ready Room => Media => Mapping => Topic started by: Uranium - 235 on November 16, 2003, 01:39:41 PM
-
If you haven't seen it yet, check it out. Still a massive WIP, but one of the best looking maps I've seen...
http://www.natural-selection.org/forums/in...=ST&f=4&t=45733 (http://www.natural-selection.org/forums/index.php?act=ST&f=4&t=45733)
-
OMG! That look fecking sweet. I hopes LM can PT it^^ *hint hint* ^_^
-
Thanks, u235 ^_^
Like he said, it's still veeeeeery much a WIP (you really should disregard the crappy pictures on the first page, as they are over two months old :p. I'll post a current archive of all (basically) finished areas of the map in this here thread, once I gather the screens.
Unfortunately, unless I get massively inspired very soon, there's no possible way that it will be done in time for 2.1. :p
In light of this, my favorite forum topic ever, I'll post screens here before I post them on the ns.org forums. But there's a catch to this - you guys must help me plan my map and critique it: make it a map that you'd be happy to play.
I've been working on a slight addition lately, but I have no shots as of yet. I'll perhaps get them up tonight :)
-
No problem Dubb, we critique everything anyway :D
-
Awww cmon dubbs.
-
Well, a stupid leak that I just couldn't solve showed up in my new room, so I started it from scratch.
Needless to say, there will be no pictures of it tonight o_O
-
That's a shame. It looks like a really sweet map. I'll bet it'll look even better this time around!
-
awww man :(
*BOZO takes the map leak and kicks the crap out of it*
-
HOWEVER an archive of the rest of the screens can be found here (http://www.autominer.org/delta/dubbilex/Screens/)!
I'll get that stupid room fixed. And just you wait - it's a sweet one. Normally I WOULD post VHE screens....but that would be jumping the gun. You'll just have to wait until I have time to light and texture it :)
*EDIT* Fear not - the leak isn't in the map itself - only in the new room I made (I made it separate so I could see what I was doing. I planned on adding it to the actual map when it was built). ns_dubbilex is not lost ^_^
-
I want a spot with a big trigger hurt that I can teleport players to >:D
-
your wish is my command :p
-
OMG dub is compiling. Cmon just 30 more posts and I'll be up there to.
-
booya!
-
Lol Dubb, are you really going to put in a trigger hurt room? If you do you got to put op some snazzy texture that says "Your LB's Bitch now foo!" or somthing along those lines^^ ^_^
-
Oh now I just HAVE to do that!
Of course, NS itself will probably be a foggy memory by the time I actually finish a map ^_^
But yeah - I'm TOTALLY doing this!
-
That beats an boring slay command any day! Hmmm...could you have a penguin with a gun to give out the pain?
-
Damn it dubb finish the map XD
-
I love the colored lighting. It really adds a unique style and flavor to the map. Yummeh.
-
That beats an boring slay command any day! Hmmm...could you have a penguin with a gun to give out the pain?
LOL! Teliported to a room with a giant penguine thats that dishes out pain :D thats classic.
-
I love the colored lighting. It really adds a unique style and flavor to the map. Yummeh.
Makes it stand out. No one ever really does colored lighting right...
-
Which is an area that scares me more than a little - you see, most maps are lit by large, bright texturelights. In my map, the green lighting and much of the blue lighting is accomplised with 'light' entities (the blue texture lights are more for standout detail).
My problem is this: I'm deathly afraid that I'm going to run into my 200 entity limit on light entities alone. If that happened, I would have to use texturelights and hope that I cn get the same effect :huh:
-
Can you give us a comparison?
-
i have seen dubb's map when he first posted it, and it looks to me one of the best maps ive seen. Great Job Dubb! <3
-
looks loss lets cluttered than the usual NS Maps but that's a good thing =D
prettty!!!! ^^
-
Moved to the new mapping forum.
-
yeah, this looks really pretty. i'm worried about the overall darkness of it though. it also seems to have multiple lvls. in my experience multiple lvls, darkness==rines death.
i hope it has some areas that are more open, and brighter. currently, a cloaked alien will be totally invisible in this map.
but definitely some of the prettiest lighting i've seen.
-
He said he's making the hive areas lighter then the marine spawn to sorta mix it up a bit. I dunno, it'll be interesting to see how it goes.
-
Wow, that looks amazing and a little creepy (which is good). I love the lighting.
-
Nice work there sonny. Looks pretty amazing, got a release date yet?
Also I like your Lunixminster logo at the bottom of you posts.
Where can I obtain such a shiny item :)
-
About the release date: I have absolutely no goddamn clue. I'll take the 'Flay' route out and say "when it's done" ^_^
And my logo in my sig? I made it myself. If you wish, you're very welcome to use it yourself :)
-
yeah thats probably the best use of green lighting Ive seen....ever. ^_^
-
I don't know if anybody heard about my 'difficulty' in the newbie mapping forum, but needless to say the files got corruptedz0red. Thnkfully, i was able to load the .map file and salvage it - I just needed to realign every texture in the map :huh:
That done, I have around two more rooms nearly completed, but i won't be showing them until i have a bit more content - you guys gotta have something to look forward to, right? Right?
-
*cough* backups.
-
Well, I'll explain it this way: throughout the cycle of me making this map, as I added a particularly big part I'd save it as "dubbilex X" ("X" being the next sequential number over the last). The corrupted file was "Dubbilex 16" : If i were to roll back to "Dubbilex 15", there would be oodles of architecture changes to do. So I simply loaded the .map file and copy + pasted ^^
Of course, I had to realign 'every' texture in the map <_< ....but that only took me about 30 minutes. Now, I'm in position to actually make some new strides towards completing the map! :)
-
The map looks great so far, Dubb. I like that you're going out on a limb and trying stuff that people normally would avoid.
I'll be here waiting to try it out when its released.
-
The map looks great so far, Dubb. I like that you're going out on a limb and trying stuff that people normally would avoid.
I'll be here waiting to try it out when its released.
rewfles, if I attempted to make a map, it would be "ns_boxwithmanydoorsandpitsofdewm" with some full bright areas, and some no light areas :D.
-
Aww it's not sao hard - I doubt you'd believe me if I told you, but this is indeed my very first map ever :blink:.
Well, the first mapping project that I've cared enough to continue, anyhow ^^
-
Well all I manages to do is create a room with a sign a magnum and barney. That was it.
I call it hl_crapz0rmapz0r
-
I would get into mapping for HL & mods, but I don't know the firts thing about mapping. Someday I will learn, but not right now.
-
I just get too bored to *learn* how to make a map, so yeah :p.
-
yea dubb, add in a room with like 4 nodes, u can go in there but when a player is in there and another player pushes the close door button, the door closes and a trigger_push pushes the alien or rine out into space where they get _triggered hurt!!!!!, but i dunno hjow ull kill the res towers seeing how alien res towers build on thier own v_v
-
Can't wait for the map
-
You could make a trigger hurt that only gets activated by a certain event (it being teh button being pushed in this case). If you make the damage inflicted by the trigger hurt large enough, I would imagine the buildings would also be damaged.
-
How much of this map has been completed¿
-
Pshh. Funny you should ask. I haven't actually worked on it for a week now, as my interweb and computer are just basically pissing me off. Snow sucks, too.
I'd say 15 percent. if I'm lucky. :p
-
It burns, it burns. Seems like we'll have a good time to wait.
-
Quality takes teh time :huh: :D
-
Indeed it does. I have the patience though.
-
I can wait for it , i have the attention span of a person with a high attention *butterfly starts flying* oh look a butterfly *chases after butterfly*
-
You already know me from immediately recognizing you for your map when you joined LM. :D
-
good map ... me wants to play
gj dubb
-
Well, we've got a bit of bad news, as well as a piece of good news.
The bad news first: ns_dubbilex is dead. The architecture got so bastardized that I finally got the stupid "invalid surface extents error" - basically the be-all-to-end-all for a mapper. What's more, old versions of the map get the very same error. I actually have an inkling as to what caused it - I apparently had a small trojan on my system a few weeks back that corrupted some system files. To remedy this, I ran Scandisk - for some reason or another, my mapping files had been among those files corrupted. I got them to work again, but this incident makes me wonder...
Now the good news! I've already begun reconstruction. I nearly have an entirely new marine spawn/cliff area done (much better than the last - there were so many things I had wanted to change with ns_dubbilex but couldn't. needless to say, the new marine start is much, much different and (I feel) a whole lot better. I'm going to continue through the map - which won't take nearly as long, as I'm actually a competent mapper now (like I was not when I began ns_dubbilex.)
Wait a little while, and I should have a few screens up of my new and improved marine spawn :)
Don't cry, Uranium - it was better this way :lol: ^^
-
Why :( oh god why :( , There is no God. Well i hope the new and improved ns_dubbilex goes well. B)
-
This sucks, now we all have to wait even longer, but if it's gonna be better, I guess it's worth it.
-
I got something done! Wooo!
Today, I am about to unveil three screens of my newly-rebuilt Marine start (and only my marine start, as I don't have anything else even remotely close to done ^^ ).
(http://www.autominer.org/delta/dubbilex/Screens/Rebuild1.jpg)
This angle suxx0rz, but I like the screen enough to post it.
(http://www.autominer.org/delta/dubbilex/Screens/Rebuild3.jpg)
And now the completely reworked and prettified cliffs. Good news! I've FINALLY gotten them to the way I want them - the lighting, size, shape - it was exactly what I was going for. Be happy for me (anybody who has been following this map from the very beginning should know how much trouble I've had with the godforsaken cliffs :p
(http://www.autominer.org/delta/dubbilex/Screens/Rebuild2.jpg)
Crits? Suggestions? Rocks?
-
On the very first screen there's a funny white border around the door. Whether or not it's supposed to be there, it looks funny. On the second shot, on the far right of the window there's... something... grey and textured poking out into the cliffs...
Looks nice ;) If I were you I'd add some sort of very simple antenna structure with a slowly blinking red light on top of the cliff edge.
-
On the very first screen there's a funny white border around the door.
On the second shot, on the far right of the window there's... something... grey and textured poking out into the cliffs...
The border is just a lighted texture - if it looks goofy, it's gone. Thanks :)
On the second shot, on the far right of the window there's... something... grey and textured poking out into the cliffs...
Yep - this is where the hallway curves around. I'll post a VHE picture or two to show what I mean (ignore the blue null textures - I'm still deciding if the outside is worth the polies it would take to texture it :)):
[/QUOTE]If I were you I'd add some sort of very simple antenna structure with a slowly blinking red light on top of the cliff edge.[/quote]
Will do. Thanks :)
-
And here's a second shot:
Note that the architecture that is textured gray is completely undetailed and unrefined - the interior screens that I posted earlier were basically all I have done (or close to it) :)
-
looks nice
i once did something similar to it for a TFC map, it was 2 bases in the mountains and it had a section that looked just like that
What are the names of your 3 hives gonna be? Might I suggest names like "Pipeline" and "Generator"? (reasons for those are that if this is some place out in the middle of nowhere, the building needs some input/output of supplies, sewage, etc., thus the pipeline. and if it is remote, they need thier own power source, which is what a generator is for :) )
-
The naming of the hives is still a long way off ^^
When I DO get there, I'm making a promise right now: The names will not be repeats of ones already used. There have got to be a billion "generator" hives in NS maps so far - I'm most definitely going to need some help thinking of fitting names that are at the same time unique and suited to the map theme.
Thanks for the comments ^^
-
How about "Nuclear Core" for one of them. It kind of fits the color of the map.
-
Instead of Generator, how about Ventilation?
-
Yes Ventilation. And cargo. You've got to have a cargo hive. And then call the third one Generic_Hive_Location_03. Or come up with some cool names and be the man.
Looks good, inspiring me to maybe get back to the map ideas I've been tossing around for too long. I started learning mapping in Action HL but never finished anything, thought I might try NS mapping... then reading the NS mapping forum scared me with lots of talk including technical terms I wasn't familiar with. Maybe I'll try it again, if Hammer would just stop crashing every time I do one small thing. Hooray for betas!
Anyhoo, your map looks very cool. Keep it coming!
-
Okay, the hallway part is more clear now. Love the cliffs, nice to see you got them FINALLY the way you wanted.
I like making 'finishing touches' on things so I'm going to (keep) hounding you on stupid things I'd like to see. Because I don't have the time and patience to make my own map you get to be my outlet :D
You said you didn't know if it was worth the polys to detail the outside of marine spawn. One easy way to detail that connecting hallway would be a simple pipe. From the cliff wall just have a pipe running out, and have it arbitrarially connecting to the hallway. A cold blue floodlight might make an ideal way to draw focus on it and off the rest of the outside.
Barring a pipe, a simple 'valves and dials' texture on a box illuminated in green would work.
Oh BTW: Dubs, backups ;)
-
Thanks, Uranium ^^
I need the help detailing and whatnot - that's what I have trouble with more than anything esle. I'm just praying that I can fudge with teh VIS enough so my r_speeds aren't off the charts. :p
Keep the ideas flowing.
-
Yeah, once I see some more areas (esp. the hives), I could cook up some names. To me, the map looks like it will be fairly dark, like before. If this is the case, you should name it something with the word night in the title. Maybe ns_nightvision or something similar.
-
One thing I don't like about most NS maps is the lack of theming. Mineshaft and Hera had great theming. Nothing and Tanith were a bunch of empty hallways connecting to arbitrary rooms. Since this is a new map from scratch, I certainly hope to see some of that themeing come through. I think that 'research center' clicheness is partly responsible for that. Perhaps ns_dubbles could be slightly different.
Another thing is, although Flayra is 'whine whine no blood', most maps look like they've had a janitorial service run through before the marines arrive. Nothing is broken or derelict, everything is in perfect functioning order.
- Flickering lights.
- Smashed, broken things.
- Weldables to 'fix' broken parts of the map (You said you were no good with entities though... I know less ;))
Some new things I've never seen done that are possible:
Uranium Storage - ;) Adjoining to an engine or reactor core, perhaps a room with long green glowing crystal cylinders (fuel rods) split out of crates. Have a few func_hurts around them? Could even make a spooky place for a hive, albeit dangerous.
Armory - Would be neat to have respawning ammo packs lying around... imagine being low on ammo and hoping to make a run for the armory. Scatter a few respawning (or non-grabbable) LMGs and Pistols on the floor. They're free anyways so who gives a damn.
Utility Subaccess - Could go nuts with entities and such if you wanted to: Break a pipe and a section fills with water... weld a panel and it illuminates a section better... weld something else and it opens a dangerous utility tunnel (Think the big vents in bast) full of obstacles and whatnot but brings marines around the map?
Anyways, do you have a 'theme' you want to run for the map? A military post? A prison? An intergalactic brothel?
BTW: Explain what the hell an r_speed is, and why does it matter?
-
In essense, 'r_Speed' collectively refers to the number of non-entity polies that the engine is drawing at a cetain time. A good number at any given time is 500 - anything above can decrease server performance when a lot of activity is going around. As you play, the engine will draw whatever is in a certain radius around you (for example if you load up a map and go marine, the game engine isn't rendering the hive rooms or anything out of the room you're in). There are special tweaks that can be done to decrease this radius (some spots on the old ns_dubbilex had r_speeds of 1100-1300 before i made these tweaks - and I would've gotten a resounding "No. F*cking. Way." from Flay and Co.
On an average, r_speeds should be around 500. 700 (maybe 600 now - I'm not sure if the guidelines were changed since 1.0X) is the highest that Flay will allow, in order to maximize in-game performance.
The theme of this map is basically that of a derelict outpost in an arctic clime somewhere - most likely an asteroid. I envision it as a pumping station or resoource gathering station of some sort, hense the profuse use of pipes. The cool color palette that I used was also purposeful - doesn't make much sense that a cold, desolate outpost would have red and yellow (and other such 'warm' colors) around, does it?
About the smashed/flickering things: I'll do this as much as possible - the only problem being that again, the HL engine has entity limits, too (even further compounded by NS's massive use of entities). Because of this, I only have 100 or so th throw around before Flay starts shaking his head. When the architecture is finished, I'll do everything within my power to make it dirty enough for you :p
Your uranium storage brings up an interesting idea - perhaps I can put small, inside jokes like this throughout the entire map, in order to give it some character and emotional value. You guys will have to help me think of other additions like this to add (lb's smash-o-rama chamber is on the slate, as well as some sort of 'uranium storage' room so far). it'll be a community effort :p
Thanks once again - I'll do my best to get some work done today so you can specifically help me with certain parts, instead of me forcing you to come up with general themes and whatnot. ^^
-
So how is it more work for the server to render 90% of the map for 1 client...
but it's not a load for the server to render 10% unique parts of the map for 9 clients?
Anyway don't OVERdo it on flickering lights. Done wrong, they can be very headache-inducing. Nothing spaztic, just a blinky-blink-blink kinda thing.
(Wishes func_breakables could be specified to break only with certain weapons)
-
excellent idea as a way to give character to the map. sounds like its gonna be a cool map, although i always wondered... where do the marines go to the bathroom? is there a drainage system in their suits? shouldn't they have a "personal waste disposal unit" or something? The maps never have a bathroom :p
I love the idea of an interactive environment (IE. the weldables and breakables), but i understand the problem with limits and such. I used to do a lot of TFC mapping.
BTW, where can i find the ns mapping .fgd for Hammer?
EDIT: Changed "Worldcraft" to "Hammer", silly old name...
-
im pretty sure its in the mod folder, unless a 3.0 fgd has been released...
-
I'm sure that the 'lolfighter room' would sound pretty silly. :rolleyes:
-
a disco room is necesary(sp?)!
Now we d0nce!
-
I'm sure that the 'lolfighter room' would sound pretty silly. :rolleyes:
Allright, lmao - be tactful. Like...for instance.....maybe I can DAMMIT. FINISH MY GODFORSAKEN POST BEFORE I HIT THE POST BUTTON.
Anyways, Here's an example - I could take...an owl texture (in order to suck up/ glorify Hoots) and out it in some sekrat, unaccessable place somewhere - much like teh Zowee picture in eclipse :)
-
Very good idea this personalization thing. Don't know what I'd like though...
-
Very good idea this personalization thing. Don't know what I'd like though...
Don't be dissapointed if they don't make it in though, Dubbs has silly restrictions :/
-
*Bo0mp!*
-
Yeah, what's the latest status on this thang?
-
Very good idea this personalization thing. Don't know what I'd like though...
Don't be dissapointed if they don't make it in though, Dubbs has silly restrictions :/
I don't have silly nothin's! :angry: :lol:
But uhh...progress goes slowly. Lately, I've been busy as all hell and haven't gotten much done. I basically textured and built most of another room - but it's not in good enough shape to showcase as of yet. I usually map when spurts of random boredness/inspiration hit me.
And I haven't had one for awhile - something's coming. I can feel it.
I will do my very best to get some more content for you, my loyal fans, before the week is out. I swear! :huh: :)
-
And I haven't had one for awhile - something's coming. I can feel it.
Too much bean dip
-
could i ask you to place the entire ff1 soundtrack in the map, triggered by pressing seekrat buttons and blaring though loudspeakers placed every 12 feet of the map?
or maybe just a hint of the ffvii chocobo fight music when you push a seekrat button in the readyroom?
<3
-
???
-
I just noticed that my picture hosting has dies, so it's very likely that you can't see the screens anymore. Apparently it's 'changing hosts' or something foolish like that.
Well, the point is that I've got very little done today. And by 'very little' I mean nothing. :p Soon - I promise!