Re: ns_jolt
Posted by ReNo on
Tue Oct 28th 2003 at 10:43am
Posted
2003-10-28 10:43am
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
You've done nothing to get flamed, but I wouldn't try inciting any - Lep rigged those grenades :razz:
Anyway, its fairly obvious from the map you are quite new to mapping, and if so then you are making a good start. However NS is a difficult mod to map for, and the vast majority of maps are made by very experienced mappers. You find yourself in large boots to fill :smile: No doubt you will get all the feedback and help you need around these parts though. Welcome to the snarkpit.
Re: ns_jolt
Posted by Gollum on
Tue Oct 28th 2003 at 10:45am
Posted
2003-10-28 10:45am
Gollum
member
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Oct 26th 2001
Occupation: Student
Location: Oxford, England
Welcome :smile:
Not much to say on your map screens, since it's not far along in development yet. Looks a bit empty, but then it would be at this stage.
I advise that the anticipation of conflict is often productive of its object! There is much to be said for a psychological - rather than a rationalist - account of the development of arguments :biggrin: In other words, people looking for a fight tend to find one :razz:
Re: ns_jolt
Posted by Shask on
Tue Oct 28th 2003 at 10:46am
Posted
2003-10-28 10:46am
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Registered:
Oct 28th 2003
Location: Behind u...
actully im not new to mapping..been mapping for 4 years now and the maker of de_storm showed me how..hes my bros friend..anyway im just slow on the ideas..dun know what to add..and the ns forum users have been helping me a bit..anyway nice to meet ya..
Re: ns_jolt
Posted by KoRnFlakes on
Tue Oct 28th 2003 at 11:10am
Posted
2003-10-28 11:10am
1125 posts
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Registered:
Jul 3rd 2002
Occupation: Yus!
Location: Norfolk
Have to agree with ReN, ns is quite a task to map for. I personally would suggest making simpler maps with creative ideas before tackling such a thing.
Re: ns_jolt
Posted by ReNo on
Tue Oct 28th 2003 at 11:19am
Posted
2003-10-28 11:19am
ReNo
member
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Occupation: Level Designer
Location: Scotland
I hope I didn't insult you at all before, but I'll be honest, those screenshots do not suggest to me that they were made by an experienced mapper. You say you have been into level design for 4 years? I guess that it hasn't been an intensive 4 years, but more of an on-off thing?
Well regardless of how long you have been at it, you need to work on things such as more complex architecture, texture alignment, lighting, detailing, and so on. Thankfully, this is the place to be to make such improvements :smile: Try reading through my "Spicing up your architecture" tutorial and its follow ups (if they ever get posted), they should help you out.
Re: ns_jolt
Posted by thursday- on
Tue Oct 28th 2003 at 11:29am
Posted
2003-10-28 11:29am
235 posts
92 snarkmarks
Registered:
Oct 26th 2003
Occupation: A-Level Student
Location: England
Try looking at other NS maps, to be specific Eclipse is a good one for curved corners & nothing is a good one for lighting. Get inspiration from them, it's how I get my ideas.
Re: ns_jolt
Posted by Shask on
Tue Oct 28th 2003 at 12:40pm
Posted
2003-10-28 12:40pm
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Oct 28th 2003
Location: Behind u...
its MAJOR work in progress...meaning 95% chance that thing will be changed and added on 2..and im trying to think of thing to add to the hall right now :smile:
Re: ns_jolt
Posted by Orpheus on
Tue Oct 28th 2003 at 12:48pm
Posted
2003-10-28 12:48pm
Orpheus
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13860 posts
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Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
starting off referring to past confrontations is not my idea of quality interaction, with that said, at least now its over with and you can proceed.
looking at the screenshots doesn't tell me n00b, but it also doesn't sing of a 4 year vet either.
you have a nice beginning, and thats still not a bad place to be, my advice is to load some maps from NS and see what works and what doesn't.
give us a bit more to base an opinion on and we'll see.
good luck
Re: ns_jolt
Posted by Shask on
Tue Oct 28th 2003 at 1:19pm
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Oct 28th 2003
Location: Behind u...
...new hall pic..and one of the lights down the hall a bit has fast strobe on.. :smile: ..and if u dint notice i added a more none boxy ceiling.
Re: ns_jolt
Posted by =AoD= Captain on
Tue Oct 28th 2003 at 4:42pm
8 posts
11 snarkmarks
Registered:
Oct 16th 2003
NS is difficult to map for, but when a map is completed it tends to have to be high quality to be played, unlike CS and DM where there are servers willing to put up just about anything. You'll get help here though, these are about the most tolerant mapping forums I have found anywhere. A lot of other forums will flame newer or less creative mappers for their work and the flamers fail to remember their early works weren't all that great.
Do you have a WC overview shot of your map, if you've got a great layout with good connectivity then, imho, adding detail and life to the map is the fun part. A little variety in texturing is needed in your map, but remember not to add textures that clash and give a gaudy cartoonish look. As for your halls perhaps some wall panels with electronics and pipes behind them, perhaps various ceiling fixtures, wiring, and alien gunk would work.
Re: ns_jolt
Posted by Crackerjack on
Tue Oct 28th 2003 at 8:59pm
264 posts
126 snarkmarks
Registered:
Feb 28th 2003
Location: DC
The only thing i can really say to you from the beginning of this map is REALISM. Hell i know this NS and there is nothing realistic about the mod, but put in there what you would think the place would really look like. Sketch it out on paper. Then add detail to drawling.
Try to push the engine but be smart about it. Dont have long lasting hallways with enormous R_speeds. I failed that with my map DM_Ominous. R_speeds and game play hurt it alot, but it was my best detail/ realism map.
The reason others have succeded where i failed was gameplay. So that should also be an important factor while designing this map. You will also not get away by havin simple architecture and great gameplay. Just some key things to think of while makin this map. Good luck and I hope i this helped. Im looking forward to seeing more shots
OH! Almost forgot, lighting... Its very important to have a dark scary feeling for this map. Yours looks a bit to bright but again this is just the beginning of your map.
Entities are your best friend while makin an NS map.
Re: ns_jolt
Posted by Shask on
Tue Oct 28th 2003 at 11:05pm
Posted
2003-10-28 11:05pm
17 posts
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Oct 28th 2003
Location: Behind u...
thx..u guys are rly helping me out :smile: ..anyway new pics in my profile..hall and gen is updated.
Re: ns_jolt
Posted by Shask on
Thu Oct 30th 2003 at 1:10am
17 posts
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Registered:
Oct 28th 2003
Location: Behind u...
New Pics...check my profile and then ns_jolt..thx
Re: ns_jolt
Posted by ReNo on
Thu Oct 30th 2003 at 12:06pm
Posted
2003-10-30 12:06pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
Whoa, those are some mad pipes :smile: While I reckon they could use some work, you are certainly going the right way about improving the map. Watch your texture alignment though, nothing breaks the suspension of belief in a level more than seeing a wrongly aligned texture.
Re: ns_jolt
Posted by 7dk2h4md720ih on
Thu Oct 30th 2003 at 6:20pm
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
The floors are too flat, add higher and lower levels connected with steps and ramps. :smile: