NS map screenies! Created 20 years ago2004-08-04 18:38:19 UTC by RabidMonkey RabidMonkey

Created 20 years ago2004-08-04 18:38:19 UTC by RabidMonkey RabidMonkey

Posted 20 years ago2004-08-04 18:38:19 UTC Post #47942
http://dhost.info/RabidMonkey777/ns_screens.htm

A Natural-Selection map I'm working on. I've already given this link on IRC, but thought I'd share it with the people who dont have it.

Feedback and comments are encouraged and apprecieated :) .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-05 03:47:00 UTC Post #48053
Love NS textures...
This looks good.
Posted 20 years ago2004-08-05 04:51:05 UTC Post #48057
Very slick, I like it
Posted 20 years ago2004-08-05 11:43:25 UTC Post #48111
Looks like an original. Very detailed. Nice... :cool:
Luke LukeLuke
Posted 20 years ago2004-08-05 12:47:59 UTC Post #48122
Looks nice, but very dark. The white background on that page doesn't make it easier to discern the architecture. You should make the map a bit brighter, but aside from that, the map looks nice...
Posted 20 years ago2004-08-06 02:48:32 UTC Post #48326
Concur :)
Perhaps a few fewer red lights?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-06 10:06:44 UTC Post #48414
its supposed to take on an emergency theme.
Luke LukeLuke
Posted 20 years ago2004-08-10 14:41:23 UTC Post #49793
Yes, I've had many similar comments about the lighting and I agree, its dark...I'm trying to place lights in a way as to make the bottom area look lighter and the pipe area less red, though I still want a few of them to be broken or out. I'll fiddle with the texlight brightness and see if that will help.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-10 16:12:47 UTC Post #49822
my ns wont work...
Posted 20 years ago2004-08-10 17:08:22 UTC Post #49840
Make sure you have the latest updates and Steam.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-11 09:03:56 UTC Post #50119
i do, i do. its a faulty download, and i dont want to sift through all the download lins that are given on the site (in the name of the lord and all that is holy WHY, do you need 3 downloads!!??)
Posted 20 years ago2004-08-11 13:17:32 UTC Post #50161
my comments are the same as above, try fitting a light in the floor, always looks good and impressive
Posted 20 years ago2004-08-20 04:39:51 UTC Post #52254
meh i like the lighting but some extra floor might be interesting
Posted 20 years ago2004-08-20 05:20:18 UTC Post #52262
I'm already riding my r_speed limit here (850 something, which is suprising as it seems like so much more in-game :D ) so I can't really do much in the current shots in terms of architecture, but if I could, there would be some damaged floor bits, maybe some exposed floor pipes, etc.

I'll get y'all some more screenies as soon as I finish the ready room, which will be soon.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-20 05:44:35 UTC Post #52266
Did I hear someone mention 'prop models'? No? Oh, well...
Posted 20 years ago2004-08-20 06:00:19 UTC Post #52268
I considered them, but I don't particularly like using big gigantic ones as level "architecture" .

Maybe some pipe models and clip brushes in tandem could work well to cut down on some w_polys. I'll look into it some more tomorrow.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-20 06:10:09 UTC Post #52269
when you got a first beta we can test it out on my server, im layign ns since today again, havent played since beta 2.1
Posted 20 years ago2004-08-20 06:13:22 UTC Post #52270
Models are also very usefull for moving detail, like cog wheels and such. Something I never really put to use before. I agree though that they aren't very usefull for large details, as they are lit differently. And the textures you used feature quite some details already, so indeed no real use for models.

Well, looking forward to see progress on this map...
Posted 20 years ago2004-08-20 18:06:50 UTC Post #52327
I've used a few prop models, like the chair.mdl that comes with NS and some other small prop details such as bottles and equipment that the workers would have left lying around in incomplete areas that I haven't screenshotted yet.

@pepper: I'll get in touch when I can get a playable version up and running. It's a fairly small map (5players/team) so it shouldn't take ages to finish.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 23:58:44 UTC Post #52713
Looks extremelly nice! I love that style of lighting, so dark... adds a sort of creepy feel to it; kinda like when you play the aliens and you have a group of marines in sight but they don't see you, the enviroment helps.

It looks like it was ripped straight out of DOOM 3.
Posted 20 years ago2004-08-22 00:08:52 UTC Post #52718
It looks like it was ripped straight out of DOOM 3.
Thanks :D .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-22 04:17:57 UTC Post #52755
imho it looks too Natural Selectionish.
Posted 20 years ago2004-08-22 04:21:16 UTC Post #52758
That's the point of an NS map, to look natural-selectionish, yes :P .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-22 04:28:04 UTC Post #52760
Well, why don't you make a one with green grass and trees! And birds! :P
Posted 20 years ago2004-08-22 05:12:01 UTC Post #52775
Hmm...it'd be a change from all the dark, grungy space station stuff I suppose....
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-22 08:09:18 UTC Post #52792
That looks great! but, you use the same darn broken doorway thing in every doorway. Its gets a little repetitive.
Posted 20 years ago2004-08-22 13:24:24 UTC Post #52852
They're just temporary! until I get around to mapping more, they're just there to stop leaks and will be removed/changed as time goes on.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-23 20:37:58 UTC Post #53358
Beta screenies and updates will be posted at Snarkpit.

http://www.snarkpit.com/maps.php?map=1162

I'll also continue to keep you updated in this thread.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 04:08:35 UTC Post #53796
http://dhost.info/RabidMonkey777/ns_screens.htm

I know you all like screenies, so check out the new Ready Room ones.

(Yes, they are dark, though I just wanted to get teh thing compiled to show some progress, and those pesky leaks held me back an hour or two :( ). I'm working on getting some monitors/machinery/something that has light! into the map so it has some brighter lighting but still keeps the same setting...I'm contemplating adding a furnace-y machine [ooh, fire!] and some other light-emitting devices.

Enjoy the update.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 11:52:27 UTC Post #53906
You want light emitting textures?
You want soda in a can?
You need HobbinAde!!
All the fun you can ask for in just 128*256 pixels!
Posted 20 years ago2004-08-25 19:29:54 UTC Post #54078
Haha...maybe I'll dirty these up and stick them in a corner of the personnel facilities somewhere.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-26 04:42:37 UTC Post #54154
I've also been contemplating changing this to NS _ ethereal, as the layout seems to lend itself well to NS, with some decent points for resources, and multiple areas for each team to defend and assault them.

NS map or no, I'll keep you informed.

-Rabid.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-05 23:00:10 UTC Post #56839
I come bearing gifts of screenshots :D !

http://img32.exs.cx/img32/2922/co_ethereal0013.jpg
http://img32.exs.cx/img32/7472/co_ethereal0014.jpg
http://img32.exs.cx/img32/3373/co_ethereal0015.jpg
http://img32.exs.cx/img32/2555/co_ethereal0018.jpg
http://img32.exs.cx/img32/9169/co_ethereal0019.jpg
http://img32.exs.cx/img32/2921/co_ethereal0020.jpg
http://img32.exs.cx/img32/1079/co_ethereal0021.jpg
http://img32.exs.cx/img32/6602/co_ethereal0025.jpg

I've revamped the style a bit...less dull yellow/bright red and more flat red, orange and blue colors. This is definitely evident in the second image (14), the pipes have more of their original color and are not washed out by the red.

I've also done Lift Shaft A12 (15, 18) finished up Transformer Bank C (20) and completed Incinerator, the Marine Spawn Point. (21).

I've also added some lighting details like overlays on the computer screens and light pipes, and some new 'runway' lights in the Ready Room, which I'll screenshot the next time around when the sprites get working.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-06 00:33:17 UTC Post #56850
They are ok, your map looks about done :) Can't wait to see it!
Posted 20 years ago2004-09-06 01:34:03 UTC Post #56859
I've still got the Hive and Personnel Facilities to work on, but i'd say its maybe, oh...15-20% done ATM.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-06 22:37:00 UTC Post #57122
That's what NS needs- a bright cel-shaded map, a'la Toonrun.
Posted 20 years ago2004-09-06 23:13:45 UTC Post #57123
It would be a deviation from the theme, again, but how many people would play it? :P .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-07 03:19:03 UTC Post #57157
It'd make a change at least.
Seventh-Monkey Seventh-MonkeyPretty nifty
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