Xen Assault [HL1] Created 19 years ago2005-04-25 05:08:27 UTC by Sajo Sajo

Created 19 years ago2005-04-25 05:08:27 UTC by Sajo Sajo

Posted 18 years ago2005-11-08 13:51:39 UTC Post #146051
when do you think xen assault will be done? (i can't wait) :biggrin:
Posted 18 years ago2005-11-08 14:01:29 UTC Post #146054
In about 365 days! :P
Posted 18 years ago2005-11-09 12:06:59 UTC Post #146183
when do you think xen assault will be done? (i can't wait)
Xen Assault alpha had been released 4 months ago but it was crap,so I deleted everything and re-started as you can see the screenshots.

Beta will be released in spring
And full version will be avaible in summer.

p.s:I was playing cod2 these days,I think I've got great ideas about the war scenes in Xen Assault ;)
Posted 18 years ago2005-11-12 21:46:29 UTC Post #146897
This
http://img.photobucket.com/albums/v702/Sacit/xenassaultscre2.jpg
for some reason looks amazing to me. If thats not a rendered screenshot then you've created some seriously awesome light effects. Not just the beams.
Posted 18 years ago2005-11-12 22:06:53 UTC Post #146899
wow, that is a very nice screenshot, tobad I can't see where the beams coming from.

Looking good Saco!
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2005-11-12 23:27:49 UTC Post #146903
Average at best.
Posted 18 years ago2005-11-13 10:33:24 UTC Post #146942
Could use better artitecture but still, the lightning is great. ;)
Posted 18 years ago2005-11-13 12:03:28 UTC Post #146956
Looks nice, but still a bit boxy. And don't Scale Up Poke646 textures - that's criminal!

That Eating thing looks just nasty... More Blood on the walls and floor! :P
Posted 18 years ago2005-11-14 05:55:21 UTC Post #147068
This

http://img.photobucket.com/albums/v702/S
acit/xenassaultscre2.jpg

for some reason looks amazing to me. If thats not a rendered screenshot then you've created some seriously awesome light effects. Not just the beams.
thx for noticing,no,all done by mapping
but still a bit boxy
chokes kol*

New screenshots:
http://img.photobucket.com/albums/v702/Sacit/xenassaultscre6.jpg
http://img.photobucket.com/albums/v702/Sacit/xenassaultscre5.jpg
http://img.photobucket.com/albums/v702/Sacit/xenassaultscre4.jpg
http://img.photobucket.com/albums/v702/Sacit/xenassaultscre3.jpg
Posted 18 years ago2005-11-14 05:59:07 UTC Post #147069
Lightning is great but it's still very very boxy! Try adding better artitecture. ;)

That texture you used for the light beams that come out of the cracks is awsome! I should try and make one like that...

Edit:

Did you use the 'sunbeam' texture?
Posted 18 years ago2005-11-14 07:48:26 UTC Post #147075
Did you use the 'sunbeam' texture?
No I used one of the generic textures, the light blue one.And
FX amount:5
still very very boxy
Ever seen a warehouse with rounded walls?
Posted 18 years ago2005-11-14 07:54:20 UTC Post #147076
They don't have to be rounded but still a bit more artitecture would do wonders! ;)
Posted 18 years ago2005-11-14 08:31:31 UTC Post #147077
Ever seen a warehouse with rounded walls?
Just because a warehouse is square in real-life doesn't mean that it has to be in a game world. de_train for CS:S is a prime example.
AJ AJGlorious Overlord
Posted 18 years ago2005-11-14 10:07:54 UTC Post #147092
He doesn't have Cs. Why don't add some suspension beams for example! :quizzical:
Posted 18 years ago2005-11-14 10:08:35 UTC Post #147093
Yep.
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-11-14 10:21:43 UTC Post #147095
He doesn't have Cs. Why don't add some suspension beams for example!
I have CS,and I'm a good CS player probably x4 better than you,according to your HL DM frags...

What is suspension beam? you mean env_beam?Just dont talk puzzled !and do not use wink smile too much.Its weird.. :
Posted 18 years ago2005-11-14 10:28:11 UTC Post #147098
Ohh...damn it...sorry. You just aren't a Cs mapper then? : (I just thought that cause you didn't know CS didn't have scripts) :nervous:

Opens up a huge dictionary and searches for suspension beam
Posted 18 years ago2005-11-14 10:34:46 UTC Post #147100
just thought that cause you didn't know CS didn't have scripts)
I know what you thought ,but I just dont map for CS ,I only play it thats cause why I failed at CS dead_monster scripting.
Posted 18 years ago2005-11-14 10:40:21 UTC Post #147101
Beam: a long piece of wood/metal ect used in buildings
Suspend: to hang something up
Sorry I have a rather losy dictionary... :nervous:
Posted 18 years ago2005-11-14 10:44:35 UTC Post #147102
there is suspension beams! Look carefully! http://img.photobucket.com/albums/v702/Sacit/xenassaultscre5.jpg
and now do not use nervous smile too much.
Posted 18 years ago2005-11-14 10:46:37 UTC Post #147103
I knew my dictionary is horrible. :cry: I'll post a screeni then...

Edit:
User posted image
P.S: they don't have to be in the middle of the room and the roof can be a bit rounded in some places.
Posted 18 years ago2005-11-14 11:35:06 UTC Post #147106
haha I don't find it looks blocky, It suits the atmosphere...

although.. try rescaling the texture in this photo.. it will make it appear more real. Yep so decrease the size of the texture
http://img.photobucket.com/albums/v702/Sacit/xenassaultscre6.jpg

These: http://img.photobucket.com/albums/v702/Sacit/xenassaultscre5.jpg
Make the fades a lot lighter, perhaps, FX Amount 40, or 60.. just enough that you can barely see it..

anywhos looking good! :D
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2005-11-14 11:59:54 UTC Post #147111
Saco that's pure blockyness..
Try adding more detail, some trims, supports for the corridors..
Detail usually draws the players' attention away from the blocky architecture.. ;)
Daubster DaubsterVault Dweller
Posted 18 years ago2005-11-14 16:25:20 UTC Post #147137
what kind of support in a small corridor?That your head nearly hits the ceiling?No,I think wires and lighting would make it forgotable for the player.Walk in your home for a while ,look at your corridors and walls carefully ...Do you see any metal gigantic,wooden,pipe supports?or any metal,wooden trim ? Dont think so (if its not ZL's home)

god damnit ...I ll only edit to ichyossaur blockyness...
Posted 18 years ago2005-11-14 16:32:18 UTC Post #147139
Aw just play azure sheep.. :
I'm not talking bout gigantic stuff, dude.
Daubster DaubsterVault Dweller
Posted 18 years ago2005-11-14 17:37:05 UTC Post #147144
Hallways can be a bit blocky at times and square area's aren't really a problem, some real places are awefully square. What I think makes maps feel blocky is long, monotome surfaces. A few decals to break up their repetetiveness can do good, some small objects placed on such a surface now and then can make it more interesting too.

Those lightbeams look too bright, bytheway. You'll only see such beams when there's dust or smoke in the air and then spotlights would have this the most, not really such lamps that you see in such hallways. A glow would fit better but don't overuse those, either. Light beams and glows have a high 'looking-good' factor but they're easily overused or overdone which kills their effectiveness.

Wires are a good idea here. Non-solid they shouldn't get in the way but a few of them could look really nice.

That screenshot with the red light in the background and the lightbeam coming through the wall looks best, I think. A subtle light beam, some light glowing in the back... looks good.
The underwater screenshot doesn't look that good on the other hand, most striking is the bright water versus the dark environment. Those two don't fit with each other. It looks quite square too though I can't see much in it... ;)

Good luck mapping bytheway.
Posted 18 years ago2005-11-15 17:57:41 UTC Post #147276
User posted image
Just an example...it's from my compo entery's second level, I had an allocblock:full error but my brother helped be by that he said the doors in the scanner room doesn't have to have windows! :cyclops: And cause of that I don't have to include the corridor that leads to that room in the first level. This is the storeage room for the biolabs.
Posted 18 years ago2005-11-15 19:19:07 UTC Post #147293
Looking good saco!

Dont be discouraged by people saying "its too blocky" I know what you mean when you are talking about real life examples (when was the last time any of you say a room with support beams?).

But still a little more detail couldnt hurt, I like the light beams, I think they look great - Remember also this is a game so you can afford to drop some bits of realism for cool effects. Heart of Darkness did it (and also HOD is cube city and its successful).

I look foward to playing this.
Posted 18 years ago2005-11-16 06:00:11 UTC Post #147347
Heart of Darkness did it (and also HOD is cube city and its successful).
Its actually Heart Of Evil (HOE) :glad:
Dont be discouraged by people saying "its too blocky"
Dont worry,They ll see that its not bad after all when they play it.
I look foward to playing this.Looking good saco
Thx :)

I ll try to be more carefull about architecture

btw:http://img263.imageshack.us/img263/307/trims0tf.jpg
thats ...erm ..kinda bad @elon
:
Posted 18 years ago2005-11-18 07:17:48 UTC Post #147769
It's not finished! :P And it's in hammer. Also it's my first high tech map and it's only a one level room. :

Edit:

Damn it does suck!! I think I'll get rid of those arches. Thanks saco.
Posted 18 years ago2005-11-18 08:16:15 UTC Post #147771
I think I'll get rid of those arches.
No you're not! Don't delete them. Aches make it more interesting. What is the problem anyway?
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-11-18 17:55:10 UTC Post #147872
sometimes curved walls look cool.

see these pictures for ideas, also notice how I used my arches

http://twhl.co.za/forums.php?pgt=2&action=viewthread&id=9541&pg=1
User posted image
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2005-11-19 04:44:32 UTC Post #147936
Yeah I know I was inspierd by you,unbreakable! :P It's nice for a hallway but for a room I think I'll just keep the upper parts as support beams.
Posted 18 years ago2005-11-19 05:17:26 UTC Post #147937
That's awesome, unb! :o
It's sad to see the cruddy texture lighting ruin such a beautiful hallway.. :(
Daubster DaubsterVault Dweller
Posted 18 years ago2005-12-03 19:20:25 UTC Post #150314
New Screenshot and a 800x600 wallpaper
User posted image
User posted image
:glad:

Anyone who is a Mod DB member can see the latest updates of Xen Assault...Press watch this mod in at Mod DB to see the updates. ;)
Posted 18 years ago2005-12-04 10:49:21 UTC Post #150372
Not bad.. The screenie with the zombie reminds me of nova prospekt..
Makes me feel all warm inside. :glad:
Not bad, Saco.
Although the wallpaper... Meh.. I won't start a fight again ;)
Daubster DaubsterVault Dweller
Posted 18 years ago2005-12-04 13:04:09 UTC Post #150384
Although the wallpaper... Meh.. I won't start a fight again
too ordinary isnt it?I do not fancy wallpapers much so well,I just wanted to have at least 1 wallpaper.
Posted 18 years ago2005-12-04 13:40:22 UTC Post #150388
Unbreakable: Submerged eh? Lovely pack.

Saco: Ugly as hell. Both pictures.
Posted 18 years ago2005-12-04 14:01:36 UTC Post #150400
Saco: Ugly as hell. Both pictures.
Haha, when I saw Zombieloffe had posted, I just knew he would say they were crap because well they are but nothing seems good to him.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2005-12-04 16:24:27 UTC Post #150437
Saco: Ugly as hell. Both pictures
sry,ZL I would like to annoy you too but I'm too busy these days.What do you really think of the pics?(honestly)
Posted 18 years ago2005-12-04 16:50:12 UTC Post #150440
great pics!!!! :D
Posted 18 years ago2005-12-04 16:53:21 UTC Post #150442
First pic: Plain ugly. White clouds aren't always good. Weird-ass angle.

Second: Undetailed, boring, ugly glows.
Posted 18 years ago2005-12-04 23:00:02 UTC Post #150485
I can't say you've been very friendly lately, ZL, but about those images, I agree.

The light beam is too strong. Subtle beams work better sometimes (or perhaps, most of the times). That foggy sprite is nice (though a more subtle approach is better here, too), but it's hiding some ugly texturing (a wall shouldn't look like a section of support beams). Apart from that, the screenshot shows little.

As for the wallpaper, I think it's ok. But I believe it's better to work on your levels some more rather than creating wallpapers because every mod tends to do so these days.
Posted 18 years ago2005-12-05 05:59:27 UTC Post #150502
but it's hiding some ugly texturing (a wall shouldn't look like a section of support beams
what?? :|
Its a room-wall texture?whats wrong with it?
better to work on your levels some more rather than creating wallpapers
Nobody,maps just to make a wallpaper heard about copy-paste?
Posted 18 years ago2005-12-05 07:26:10 UTC Post #150506
The closest hole to where you took the pic from doesnt really go with the other one i think, should be shaped a bit more like the top one, but thats just my appinion
Posted 18 years ago2005-12-05 08:49:43 UTC Post #150511
For most of the screenshots I've seen with the light rays shooting down, I think you should back off a bit maybe. What those rays entail is that the air is foggy and the light is shining on it, but the air doesn't look that foggy. Don't make them so intense. Just imo
Posted 18 years ago2005-12-05 08:50:13 UTC Post #150512
Harmonica.
Posted 18 years ago2005-12-05 14:53:30 UTC Post #150539
What those rays entail is that the air is foggy and the light is shining on it, but the air doesn't look that foggy. Don't make them so intense. Just imo
Seconded. With that sort of sharp beam, I wouldn't expect to be able to make out the source at the ceiling, I'd expect fog to obscure it.

Nice to see you around so much all of a sudden, VOXeh.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-12-05 17:03:34 UTC Post #150545
Stop using those brush lights, try using foggy lights instead. Use the glow1 sprites for the bottom glows(with the render amount of 80) and for the top one use the glow3 sprite with the render amount of 150.
Posted 18 years ago2005-12-05 22:41:03 UTC Post #150608
yes, the beam is a bit to sharp, doesn't really fit :confused:
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