CO_Uplink

CO_Uplink

Re: CO_Uplink Posted by Crackerjack on Fri Mar 26th 2004 at 3:37am
Crackerjack
264 posts
Posted 2004-03-26 3:37am
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
Hey guys, this is a little something I threw up really quick.. Just to get a sence of where i wanted to the map to go. Currently me and IR are creating the map. Anyways guys here are the pics of the hallway test. Please give me your thoughts.


http://cjmaps.hlgaming.com/ns/hallway1_1.jpg
Re: CO_Uplink Posted by Tracer Bullet on Fri Mar 26th 2004 at 3:56am
Tracer Bullet
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Posted 2004-03-26 3:56am
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Looks good. I like the second pic much better than the first. I really like the warm orange glow that comes from those supports. rallly blends nicely with the textures. I realize it's just two angles of the same thing but... I dono. I just don't think the hard edged blue light goes well with the rest of it.
Re: CO_Uplink Posted by Yak_Fighter on Fri Mar 26th 2004 at 4:24am
Yak_Fighter
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Posted 2004-03-26 4:24am
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It looks better than mine.
Re: CO_Uplink Posted by Cassius on Fri Mar 26th 2004 at 4:49am
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Posted 2004-03-26 4:49am
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Nice hallway, but it's still one hallway.
Re: CO_Uplink Posted by esechre on Fri Mar 26th 2004 at 4:51am
esechre
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Posted 2004-03-26 4:51am
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looking really nice so far. Good architecture and nice lighting. I think the ceilings are a little too dark (probably my monitor tho). Keep it up, i wanna see more :)
Re: CO_Uplink Posted by Campaignjunkie on Fri Mar 26th 2004 at 4:57am
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Posted 2004-03-26 4:57am
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Cassius said:
Nice hallway, but it's still one hallway.
Ditto. Focus less on hallways, more on rooms. :razz:
Re: CO_Uplink Posted by esechre on Fri Mar 26th 2004 at 4:59am
esechre
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Posted 2004-03-26 4:59am
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<TABLE cellSpacing=2 cellPadding=2 width="95%" align=center bgColor=black>
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<TD style="FONT-SIZE: 11px; COLOR: gold">? posted by esechre in map comments!!111</TD></TR></TBODY></TABLE>

looking really nice so far. Good architecture and nice lighting. I think the ceilings are a little too dark (probably my monitor tho). Keep it up, i wanna see more :smile:

oh and yea, rooms are where its at, yo.

-BB
Re: CO_Uplink Posted by Crackerjack on Fri Mar 26th 2004 at 5:07am
Crackerjack
264 posts
Posted 2004-03-26 5:07am
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
Agreed, rooms are where it is at.. yo... but what i wanted from this.. was a style and lighting that I continue on with through out the rest of the map. Seeing how people like.. it seems to be that this style is a winner. Thanks alot guys...expect to see more soon. :smile:
Re: CO_Uplink Posted by Forceflow on Fri Mar 26th 2004 at 7:45am
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Posted 2004-03-26 7:45am
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Looking good :-)
Re: CO_Uplink Posted by Wild Card on Fri Mar 26th 2004 at 2:55pm
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Posted 2004-03-26 2:55pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Walls and ceiling look good. Makes the floor look a little plain I think. If you can find the same texture but with the black dots make them blue. func_wall it solid 255. And put a texture underneath, something like the pipes texture from HL. Unless the NS have something better.

Damn NS, so very nice textures, but we cant use them :'(
Re: CO_Uplink Posted by 7dk2h4md720ih on Fri Mar 26th 2004 at 4:41pm
7dk2h4md720ih
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Posted 2004-03-26 4:41pm
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Very promising start. Nothing to comment about that hasn't already been mentioned though.
Re: CO_Uplink Posted by wckd on Sat Mar 27th 2004 at 5:59am
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Posted 2004-03-27 5:59am
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wowow. I'm really impressed. I like it a lot.
Re: CO_Uplink Posted by Cassius on Sun Mar 28th 2004 at 5:34am
Cassius
1989 posts
Posted 2004-03-28 5:34am
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This is one hallway though... I'm fairly sure keeping this level of detail and lighting (which is astounding, don't get me wrong) will mess things up for you before the end.
Re: CO_Uplink Posted by Kage_Prototype on Sun Mar 28th 2004 at 9:14pm
Kage_Prototype
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Posted 2004-03-28 9:14pm
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I love that lighting! A bit dark overall for NS, though.
Re: CO_Uplink Posted by KungFuSquirrel on Wed Mar 31st 2004 at 12:53pm
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Posted 2004-03-31 12:53pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
Looks like a great start here, but as Cass mentioned, you might be shooting yourself in the foot if you're not careful.

I'm interested to see how you evolve this style further for other areas of the map.
Re: CO_Uplink Posted by Crackerjack on Sat Apr 3rd 2004 at 10:33am
Crackerjack
264 posts
Posted 2004-04-03 10:33am
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Update: New pic .. Pic 3 from the selection up top or you can view it down here.

User posted image
Re: CO_Uplink Posted by Myrk- on Sat Apr 3rd 2004 at 1:30pm
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Posted 2004-04-03 1:30pm
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I like it :razz: Textures look spinkee, and the whole level has an active feel about it. Alot of NS levels and space station levels have a dead feel to them as if they arn't finished yet or something. Yours looks alive and evil....
Re: CO_Uplink Posted by matt on Sat Apr 3rd 2004 at 4:02pm
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Posted 2004-04-03 4:02pm
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looking sexy :kitty:
Re: CO_Uplink Posted by scary_jeff on Sat Apr 3rd 2004 at 7:13pm
scary_jeff
1614 posts
Posted 2004-04-03 7:13pm
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Wow, it looks great. I agree with what Myrk said about it looking alive, it is also somehow more dramatic to me than other NS maps. The shot in your post reminds me of AVP, lots of tall narrow rooms in that (I think the room in your shot is tall and thin, I can't see how big a player would be in it).
Re: CO_Uplink Posted by OtZman on Sat Apr 3rd 2004 at 7:32pm
OtZman
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Posted 2004-04-03 7:32pm
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I like all of the pics. Very sweet...
Re: CO_Uplink Posted by Kage_Prototype on Sat Apr 3rd 2004 at 10:55pm
Kage_Prototype
1248 posts
Posted 2004-04-03 10:55pm
1248 posts 165 snarkmarks Registered: Dec 10th 2003 Occupation: Student Location: Manchester UK
Oooh, that new shot is quite nice
Re: CO_Uplink Posted by GrimlocK on Sun Apr 4th 2004 at 6:23am
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Posted 2004-04-04 6:23am
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The pic's look nice, I like the variations in light intensity (like most N_S maps).

Hey, just a question semi on topic, I havn't played N_S in a long time but has anyone created any maps with more natural settings? Like the aliens home world or something to that exstent? It seems that most maps follow a specific set of unspoken design rules, other than the obvious ones that make the maps work in N_S. (AKA industrial futuristic sci-fi)
Re: CO_Uplink Posted by Yak_Fighter on Sun Apr 4th 2004 at 7:42am
Yak_Fighter
1832 posts
Posted 2004-04-04 7:42am
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GrimlocK said:
The pic's look nice, I like the variations in light intensity (like most N_S maps).

Hey, just a question semi on topic, I havn't played N_S in a long time but has anyone created any maps with more natural settings? Like the aliens home world or something to that exstent? It seems that most maps follow a specific set of unspoken design rules, other than the obvious ones that make the maps work in N_S. (AKA industrial futuristic sci-fi)
Nope, they are all industrial futuristic sci fi stuff. The authors of the mod don't want outdoors areas, and many players feel that the gameplay lends itself only to tight corridors with rooms spread around. The official map guidelines themselves pretty much state this. People for some reason think that if the hallways aren't tiny Skulks can't do anything, which is hogwash, but anyways...
Re: CO_Uplink Posted by Myrk- on Sun Apr 4th 2004 at 9:29am
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Posted 2004-04-04 9:29am
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I almost did an outdoor level, swamp map stylee with bases in it and stuff, skulks could hide in trees, would be well cool!
Re: CO_Uplink Posted by ReNo on Sun Apr 4th 2004 at 2:33pm
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Posted 2004-04-04 2:33pm
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All the shots look great CJ, very little to criticise. Keep it up and this will be one hell of a looker :smile:
Re: CO_Uplink Posted by GrimlocK on Sun Apr 4th 2004 at 3:37pm
GrimlocK
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Posted 2004-04-04 3:37pm
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I think it would be posable to do a natural setting. Maybe 1/2 natural and 1/2 industrial. For example someone could make a map based in a set of caverns on a moon that the aliens happen to be using as a front to attack near by space stations. The caverns could have been carved out by the aliens. The industial areas could be ships that tried to attack the aliens by boaring into the rock yet failed to eraticate the infestation.

I guess this idea would only push the idea of a natural setting just a little bit since a lot of maps already have cavernous areas. If a person could create a natural setting yet maintain the tight suspensful feeling in most N_S maps it would be a success.
Re: CO_Uplink Posted by Crackerjack on Wed Apr 14th 2004 at 12:38am
Crackerjack
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Posted 2004-04-14 12:38am
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
Progress: User posted image
Re: CO_Uplink Posted by ReNo on Wed Apr 14th 2004 at 12:40am
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Posted 2004-04-14 12:40am
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I love the lighting in there - the orange and blue compliment each other beautifully :smile: Nothing to bitch about here mate, keep this up!

Oh, perhaps one small concern would be that the lighting, while absolutely stunning, could get repetitive. It seems most areas are this dark, highly contrasting style, and it could all become too monotonously good looking. Perhaps have some brighter areas dotted around to break up the atmosphere, purely for variation.
Re: CO_Uplink Posted by Gorbachev on Wed Apr 14th 2004 at 1:48am
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Posted 2004-04-14 1:48am
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I think if the light spots didn't stand out quite so much it'd be a lot better, make them blend more by making the general area a very small amount brighter just to bring out the detail.