ns_forsaken

ns_forsaken

Re: ns_forsaken Posted by Cassius on Sat Dec 13th 2003 at 12:51am
Cassius
1989 posts
Posted 2003-12-13 12:51am
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
Mr. Ben, I've never seen any of your work before, but now I know why everyone say's you're so good... Quite some atmosphere... though, especially if you're using texture lighting, it could be MUCH too dark to fight in.
Re: ns_forsaken Posted by scary_jeff on Sat Dec 13th 2003 at 1:14am
scary_jeff
1614 posts
Posted 2003-12-13 1:14am
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
Whatever auto gamma he has set up in his map won't show up in the screenshots right? He isn't a fool, he won't make a map that's only half as bright as any other NS map :smile:
Re: ns_forsaken Posted by Mr.Ben on Sat Dec 13th 2003 at 11:23am
Mr.Ben
208 posts
Posted 2003-12-13 11:23am
Mr.Ben
member
208 posts 560 snarkmarks Registered: Aug 29th 2003
I edited the screenshots to take into account the gamma changes. I'm hoping that'll i'll get a level of darkness where it's cool and creepy but not plain god damn annoying like it is when playing ns_lost say.

Cheers Cassius. :smile:
Re: ns_forsaken Posted by ReNo on Sat Dec 13th 2003 at 1:10pm
ReNo
5457 posts
Posted 2003-12-13 1:10pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Ahha, now I'm on my home PC I can make out a damn site more, and its looking really nice. Atmospherically it looks "da bomb" as those mad hip-hopper's might say. Gameplay wise I can't really say much, but it looks like there is no vertical combat which I assume is important in NS, given the jetpacks / flying aliens? I guess these screenshots only really show 2 areas though so its not a big concern. I must say that the texture on your second "layer" wall, with the multi-coloured bits on it, looks somewhat wierd. I can't really make out what its meant to be but it sticks out to me, not in a good way. Otherwise, tis a beaut' :wink:
Re: ns_forsaken Posted by Mr.Ben on Sat Dec 13th 2003 at 1:56pm
Mr.Ben
208 posts
Posted 2003-12-13 1:56pm
Mr.Ben
member
208 posts 560 snarkmarks Registered: Aug 29th 2003
Yeah that texture sucks serious balls :smile: I need to make a new one for that.
Re: ns_forsaken Posted by Mr.Ben on Tue Dec 16th 2003 at 3:00pm
Mr.Ben
208 posts
Posted 2003-12-16 3:00pm
Mr.Ben
member
208 posts 560 snarkmarks Registered: Aug 29th 2003
Amazing what happens when you free ideas trapped in your head for months. This took like no time at all to make as i knew exactly already how it should all work. :S

User posted image

User posted image
Re: ns_forsaken Posted by Pegs on Tue Dec 16th 2003 at 3:08pm
Pegs
312 posts
Posted 2003-12-16 3:08pm
Pegs
member
312 posts 41 snarkmarks Registered: Aug 30th 2003 Location: England
looks realy nice :smile: maby a bit more on that texture alignment
Re: ns_forsaken Posted by ReNo on Tue Dec 16th 2003 at 3:16pm
ReNo
5457 posts
Posted 2003-12-16 3:16pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Dear god, screw Selma Blair, THIS is my new definition of beauty! Wow, that is inspiring, but unfortunately I'm really not in the mapping mood. Dont like that thing on the right of the first screenshot, that the big top thing links up with. The texture repetition of the majestic set isn't so noticable in the far away stuff but the up close doorway (is it?) looks kinda wrong. And thats my old cliff making technique, nostalgia and everything!
Re: ns_forsaken Posted by azelito on Tue Dec 16th 2003 at 3:49pm
azelito
570 posts
Posted 2003-12-16 3:49pm
azelito
member
570 posts 127 snarkmarks Registered: Aug 8th 2002 Occupation: Wierdness Location: Sweden
Hang a hive up there!
Re: ns_forsaken Posted by Mr.Ben on Tue Dec 16th 2003 at 3:58pm
Mr.Ben
208 posts
Posted 2003-12-16 3:58pm
Mr.Ben
member
208 posts 560 snarkmarks Registered: Aug 29th 2003
It's the marine start :razz:

Pegs: Yeah some dodgey texture alignment which i finally just fixed!

Reno: Cheers. Ahh good old vertically clipped blocks :biggrin:
Re: ns_forsaken Posted by Wild Card on Tue Dec 16th 2003 at 4:30pm
Wild Card
2321 posts
Posted 2003-12-16 4:30pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
The screens look nice there Ben but your rocks need major reworking. The texture is good but the brush work makes it look so unnatural. And its all linear, cliffs are never that way. Their shapes are random all the way down. Sure if you dont have the R's let them be, but if you have a few (even a 100 or so) you can spice it up like no tomorow, if you do it proprely at least.

Other than that, nothing to complain too much about, lol. That metal spidery looking thing rox :smile:
Re: ns_forsaken Posted by Mr.Ben on Tue Dec 16th 2003 at 4:38pm
Mr.Ben
208 posts
Posted 2003-12-16 4:38pm
Mr.Ben
member
208 posts 560 snarkmarks Registered: Aug 29th 2003
I don't have a 100 r's to play with though. If i did i'd triangle the hell out of the mofo and make it look nice and natural but thats the best i can do within my budget.
Re: ns_forsaken Posted by azelito on Tue Dec 16th 2003 at 5:24pm
azelito
570 posts
Posted 2003-12-16 5:24pm
azelito
member
570 posts 127 snarkmarks Registered: Aug 8th 2002 Occupation: Wierdness Location: Sweden
I dont see that as a problem at all, they look good.
Re: ns_forsaken Posted by ReNo on Tue Dec 16th 2003 at 8:03pm
ReNo
5457 posts
Posted 2003-12-16 8:03pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I think on this occasion straight cliffs will do the job - admittedly it would look better with triangled rockwork but if you already pusing your r_speed limits then there is no harm leaving it like this, it looks lovely enough as is :smile:
Re: ns_forsaken Posted by thursday- on Sun Dec 21st 2003 at 10:08pm
thursday-
235 posts
Posted 2003-12-21 10:08pm
235 posts 92 snarkmarks Registered: Oct 26th 2003 Occupation: A-Level Student Location: England
Nothing wrong with the cliffs, if anything they look more realistic, because from the height marines are looking up at they will not notice any sort of discrepency in rockface variation.
Re: ns_forsaken Posted by Mr.Ben on Mon Dec 29th 2003 at 4:37pm
Mr.Ben
208 posts
Posted 2003-12-29 4:37pm
Mr.Ben
member
208 posts 560 snarkmarks Registered: Aug 29th 2003
User posted image

User posted image

User posted image

User posted image

Update: Love the holidays. :biggrin: Last you'll see for a while, back to Nightwatch and school :smile:
Re: ns_forsaken Posted by Myrk- on Mon Dec 29th 2003 at 6:08pm
Myrk-
2299 posts
Posted 2003-12-29 6:08pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
They look imense, you been using entity lighting to change the lighting a bit?

Can I get a copy of your lights.rad file plz, I don't have any values for NS lights, and yours look damn good. I asked KFS loads but hes a grumpy git who likes to be very secretive.... :razz:
Re: ns_forsaken Posted by Forceflow on Mon Dec 29th 2003 at 8:36pm
Forceflow
2420 posts
Posted 2003-12-29 8:36pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Omg ... I love those shiny light-blue pillars ! Lovely !
Re: ns_forsaken Posted by ReNo on Mon Dec 29th 2003 at 8:37pm
ReNo
5457 posts
Posted 2003-12-29 8:37pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I love the landing pad thing, and the rest of the screens look cool but don't feel as special. I think perhaps too many blue light fixtures yet the lighting isn't very blue? At the same time though, I wouldn't condone increasing the blueness of the lighting, I think that would ruin the ambience. The orange floor texture clashes with the lighting in my opinion. The floor in the second screenshot looks awfully flat and devoid of features, plus one of the textures (the one on the bottom left) looks more like a wall than a floor.
Re: ns_forsaken Posted by Cassius on Mon Dec 29th 2003 at 9:27pm
Cassius
1989 posts
Posted 2003-12-29 9:27pm
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
ReNo said:
Dear god, screw Selma Blair
GLADLY!
Re: ns_forsaken Posted by scary_jeff on Mon Dec 29th 2003 at 10:21pm
scary_jeff
1614 posts
Posted 2003-12-29 10:21pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
I actually can't believe my eyes.
Re: ns_forsaken Posted by ReNo on Tue Dec 30th 2003 at 1:16pm
ReNo
5457 posts
Posted 2003-12-30 1:16pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
LOL cass, I take it back! Mmmmm selma...
Re: ns_forsaken Posted by Crackerjack on Tue Jan 6th 2004 at 2:28am
Crackerjack
264 posts
Posted 2004-01-06 2:28am
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
Mr. Ben I agree with ReNo but then again every room cant be like OH WOW.. or the other rooms wont look as good... Looks very Halo-ish but I like it cause its diff from the other NS maps. Keep it up
Re: ns_forsaken Posted by Cassius on Tue Jan 6th 2004 at 4:44am
Cassius
1989 posts
Posted 2004-01-06 4:44am
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
Mr. Ben, the fault in the map is no particular fault of your own visually, but a fault of presentation.

If one were to see only a single screenshot of the map, they would instantly gape in awe that every texture and architechtural feature is beautifully detailed and colored. But then they see the next screenshot - another completely WOW room - and then the next - well, same thing - and then the next... it's like the awesomeness is getting old, and it gets old fast.

It's like yin and yang. An area of a map cannot be beautiful unless there are slightly unbeautiful areas by contrast. When EVERY COLOR AND DETAIL is just like BAM, the effect is useless. Streamline the colors - have reddish rooms, bluish rooms, whitish rooms, with multicolored lights in the appropriate places - plain, yes, but it serves to create all the more awe when you look at the REAL setpieces of the map.

This map is something that totally raises the bar, Ben - when a mapper has to be told to make some of his areas less stunning, you know you've got something special on your hands.

I salute you sir, and good luck.
Re: ns_forsaken Posted by Mr.Ben on Tue Jan 6th 2004 at 12:23pm
Mr.Ben
208 posts
Posted 2004-01-06 12:23pm
Mr.Ben
member
208 posts 560 snarkmarks Registered: Aug 29th 2003
Crackerjack: Is haloish good? I'm not too sure how to take that :smile:

Cassius: Cheers dude, want to make some textures for it? :biggrin: There will of course be uglier areas (i don't want uber ugly stuff, just not to the same standard as parts of the map).

I'd be extremely happy if i can finish the map and keep up the same standard of detail but i don't see it happening. I'm at a good level of map resources so far considering how much i've done on this map so far but to keep things easier on me i'm going to have some simplier areas though i don't want ugly just not up to the standard of the rest of the map :smile:

Reno: I don't really want to clutter up the marine spawn with stuff just for the sake of it, maybe some crates by the door for the sake of VIS blocking but that is about it and i can't think of anything orginial to do, which would add some nice detail to the area without cluttering. Theres the classic missing floor parts with pipe underneeth but tbh i've seen that in so many places now it just doesn't do it for me. Welcome to suggestions.

Also yes i need new textures, kornio... where for art thee and meh textures??
Re: ns_forsaken Posted by Dr Brasso on Tue Jan 6th 2004 at 9:25pm
Dr Brasso
1878 posts
Posted 2004-01-06 9:25pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
? posted by <a href=""http://www.snarkpit.com/users.php?name=Mr.Ben"">Mr.Ben</a>

Cassius: Cheers dude, want to make some textures for it? :biggrin: There will of course be uglier areas (i don't want uber ugly stuff, just not to the same standard as parts of the map).

that is the f**king single most hilarious thing ive heard all week....!!!! bar none!!! :rofl:

im gonna piss myself... :rofl:

go get em cass.....woot!!!

Doc Brass... :dodgy:
Re: ns_forsaken Posted by Mr.Ben on Tue Jan 6th 2004 at 9:48pm
Mr.Ben
208 posts
Posted 2004-01-06 9:48pm
Mr.Ben
member
208 posts 560 snarkmarks Registered: Aug 29th 2003
what... the... f**k
Re: ns_forsaken Posted by scary_jeff on Tue Jan 6th 2004 at 10:41pm
scary_jeff
1614 posts
Posted 2004-01-06 10:41pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
Lost me to. Maybe because you basically just said that some parts of the map will look better than others in a very roundabout sort of way?
Re: ns_forsaken Posted by Cassius on Tue Jan 6th 2004 at 10:42pm
Cassius
1989 posts
Posted 2004-01-06 10:42pm
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
/me slaps Brasso across the face

I'll be happy to texture for you, Ben, as soon as I get my 'real computer' back - currently I'm posting at school. I can't say, however, how successful I would be at an NS theme; alien, however, I can do.
Re: ns_forsaken Posted by Mr.Ben on Tue Jan 6th 2004 at 10:56pm
Mr.Ben
208 posts
Posted 2004-01-06 10:56pm
Mr.Ben
member
208 posts 560 snarkmarks Registered: Aug 29th 2003
Send me a PM when your up and running and we can work something out :smile:
Re: ns_forsaken Posted by Dr Brasso on Wed Jan 7th 2004 at 2:27am
Dr Brasso
1878 posts
Posted 2004-01-07 2:27am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
oh come on now.....where yer senses of humor...??.... :lol:

it just struck me as..."yes, i need some uglier sections, so cass, you can do the textures".....sorry, apparently it was funny only to me....ill crawl back in my box.... :lol:

***plants foot in cass's ass, crawls away slowly... :heee: ...comb that f**kin cowlick man... :wink:

Doc Brass... :dodgy:
Re: ns_forsaken Posted by Crackerjack on Wed Jan 7th 2004 at 2:31am
Crackerjack
264 posts
Posted 2004-01-07 2:31am
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
Mr.Ben said:
Crackerjack: Is haloish good? I'm not too sure how to take that :smile:
Indeed I was a big fan of Halo.. Also Cassius has a very good point... Very good point.. take his advice and go back through the map and pick which spots the players will be in least and make those look a little worse than spots the players will be in the most.
Re: ns_forsaken Posted by Cassius on Wed Jan 7th 2004 at 3:08am
Cassius
1989 posts
Posted 2004-01-07 3:08am
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
Just for you, Brass:

http://www.snarkpit.com/pits/cassius/ownd.JPG

BTW, I wasn't saying make some areas UGLIER, just make them less in-your-face-boom-pow-bam-color so that the REAL setpieces of the map get the wowage they deserve.
Re: ns_forsaken Posted by Skeletor on Wed Jan 7th 2004 at 3:09am
Skeletor
312 posts
Posted 2004-01-07 3:09am
Skeletor
member
312 posts 41 snarkmarks Registered: Dec 28th 2003 Occupation: Student Location: California
Shouldn't it be called "peeowned.JPG"?
Re: ns_forsaken Posted by Dr Brasso on Wed Jan 7th 2004 at 3:15am
Dr Brasso
1878 posts
Posted 2004-01-07 3:15am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
:rofl: ....my man...!!...my respect for you grows on a daily basis....thanx for that.... :lol:

Doc Brass... :dodgy:

and i understood full well what you were saying man....i just was struck by the twisted sense of it....irony.... :lol: