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Global_Meltdown

[WIP]NMS_Shaft_Of_Death

19 posts in this topic

Okay so I just came up with the name, but it sounded awesome so we'll see how that goes.

My level is still a bit early to be showing screenshots, but I've already posted a bunch on my ModDB page so why hide it?

I have only been working on it for the last couple of weeks so I'm still playing with texture schemes, displacement types and pretty much getting a good feel for the type of level I want this to be.

I was really unsure for awhile whether I wanted to make this a NMO or NMS. I find more depth in NMO maps, but at the same time this being my first NMRIH map I figure I'd start with NMS and just make some side Objectives to make it more interesting.

I'm still playing around with models and trying to bring some custom content into my map. I'm happy with the layout and it's development because it's just been flowing lately.

I know the lighting is meager for now, but let's focus on the brushes first eh?

I have more to say, but instead here is some screenshots and please post your comments so I can follow up.

This was the base layout (NO LONGER LOOKS THAT WAY) but just to show you.

text0000.jpg

This is a recent screenshot that slightly illustrates the differences.

nms_mca20000.jpg

txtdark20001.jpg

text20007.jpg

text20005.jpg

text20001.jpg

nms_mca10008.jpg

nms_mca10009.jpgnms_mca10012.jpg

That was a little test so I could see how zombies move in my shafts.

Let me know what you think.

Thanks

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You should probably replace some of those gravel floors with dirt. They look a little... weird.

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i originally had a dirt texture but i retextured it as i went.

ty for the feedback i'll note that to be changed.

excuse my quick replies im on my mobile

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As a level designer I am positively impressed with your use of corridors and rooms :D . As an environment artist, I'm apalled my the blocky brush everything D:

Your texture choices I commend however, I like how you repurposed those fence textures as supports for the walls as well as the usage of displacement faces for rock jutting out of the alcoves. I do agree with the Doctor up there though; that gravel floor looks odd. In addition, you can also change the textures of the wood beams, they look like hollow plywood structures at the moment with the current choice of textures.

txtdark20001.jpg

Despite the blockiness, I admire the detail of brushes you have put in this pit area, marvellous. However I would recommend using a 3D skybox for the area above the cliff face (if that isn't the case already).

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As a level designer I am positively impressed with your use of corridors and rooms :D . As an environment artist, I'm apalled my the blocky brush everything D:

Your texture choices I commend however, I like how you repurposed those fence textures as supports for the walls as well as the usage of displacement faces for rock jutting out of the alcoves. I do agree with the Doctor up there though; that gravel floor looks odd. In addition, you can also change the textures of the wood beams, they look like hollow plywood structures at the moment with the current choice of textures.

Despite the blockiness, I admire the detail of brushes you have put in this pit area, marvellous. However I would recommend using a 3D skybox for the area above the cliff face (if that isn't the case already).

Thank you, I have been on the see-saw of how much displacement for my level is good and how much is too much.

That pit was the first area designed so figures it is the most finished.

There will be some 2nd level areas that are usable on the other end of my map. Should be interesting.

The walls in the corridors won't all be displaced. I do have some retaining walls(Fence texture re purposed needs alignment still) to change it up. I'm still thinking of some ways to spice up the shafts from their boxy shape.

But if you have any ideas of how to smooth it to the eye other than; yet to do prop placement and detail textures please let me know.

All the textures need changed up, but for myself visually it gives me a direction. Something about a 3 textures doesn't seem like enough :P but that's polishing work so I'm trying not to get ahead of myself.

I appreciate the feedback. I sometimes dread posting fan maps on forums before it's finished. But everyone has kept it on topic and said something useful. So rock on.

This is an example that pops in my mind when I'm mapping, rocks on the ground, frames every few feet and retaining walls with wood (will make my own texture of that later I think.)

If you have ideas to make this look less blocky awesome let me know.

geothermal-mineshaft.gif

Edited by Global_Meltdown

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So I updated some textures, tweaked some lighting, made 11 Custom textures last night, and more!

Still getting a feel for my texture theme for this map but it's getting there.

textest30014.jpg

textest30015.jpg

textest30000.jpg

textest30006.jpg

textest30011.jpg

textest30016.jpg

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Yeah, Those floors still look a little weird. I'd recommend making them displacements, and giving them a noise between -1 and 1 or something like that.

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It's coming, everyone should know how fun displacements are :P That's why I'm taking it slow. But do you prefer the wood over my crappy old stone/retaining wall in that hallway? How about the new texture for stone overall as opposed to the old white and black one?

Also personal opinion? Would you displace every shaft? I'm trying to diversify and customize each one to give players a since of location as well as some change in scenery.

I also used the darker wood textures I made last night for all my support beams, I think it looks better than the old one. Not only that but I was thinking if I contrast the support beams and my other wood textures with some slightly lighter hue's to make it stand out a bit more.

hmmm

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The wood retaining walls are certainly an improvement, although I'd consider making some of the ceiling stone displacements, and perhaps putting a grate-texture or fence-prop under them.

Also, your support beams are a little thick, are they 16X16? I'd try 8X8. Those diagonal supports on them are also too big, make them more proportional, like your reference pic.

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Looks great, to me the wood beams need to look more worn and a bit chunkier but in the texture choice, also displacements on the floors and maybe even water like it's leaked in with some clever use of our particles, you can use the particle editor to browse or particles to gather names together to use on particle entity, to do this set -tools on nmrih shortcut launch settings once you run the game you'll be able to access all of the particles, like fog, smoke, water drips etc which will help on a level like this

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Thank You, I appreciate the thought you put behind it I thought so too, I made my shaft ceilings high in case I wanted to add displacements from the ceiling.

I guess I have some modifying to do since the size of my mineshafts are proportionate to my braces. I've considered making 3d models for the support beams for more detail but the size differences in some of the corridors varies, not by much but enough to make it difficult so maybe I'll stick with brushwork.

I've been playing with the idea of creating my own retaining walls with transparency between the cracks and dirt/rock through the cracks of my wood. But it's not looking as good as I thought it might.

Thanks Dr.Hammer

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Looks great, to me the wood beams need to look more worn and a bit chunkier but in the texture choice, also displacements on the floors and maybe even water like it's leaked in with some clever use of our particles, you can use the particle editor to browse or particles to gather names together to use on particle entity, to do this set -tools on nmrih shortcut launch settings once you run the game you'll be able to access all of the particles, like fog, smoke, water drips etc which will help on a level like this

i'm thinking of going to the railyard locally where my friend owns some property and taking some shots of some Railroad ties that were used and removed here.

That's closer to what I imagine when I think of it, I want a very coarse grain wood texture, maybe with metal joints at the meeting points. But that's in my head.

I like the water as I've not considered it at all for this map, do zombies take damage in water because I think I have an idea?

Thanks Nay0r

Sorry didn't mean to double post. I was trying to edit but it didn't work out lol. Couldn't find a delete post either.

Edited by Global_Meltdown

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By default, they do not.

But you can always add a trigger_hurt.

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Ok so here's a new update, nothing pretty but check it out.

I have decided that my level needed some TLC that could only happen from being rebuilt. Some of the things I have done are:

-Rebuild each world brush one by one
-Properly scaled the world to a 64,128,256,512 unit size because apparently I can't count.
-Added to my original pit area in my map, I've actually expanded that to a mining camp now that is reachable by the player.
-Added an updated Zone C with much bigger playable space and a connecting path to the diamond shaped room in my map for quicker routes.
-Removed all displacements to be only a power of 3 and sewn properly
ETC ETC ETC

Either way here are some updated screenshots from the first test run, so no models displacements or details but it's better than it was before. SO please bare with me and hopefully with this kind of progress there will be something playable in the future.

nms_soda0002.jpg

nms_soda0003.jpg

nms_soda0004.jpg

nms_soda0005.jpg

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Hopefully today I can get some more work done on this new version since I set myself back. I do think scaling it back helped, I like the 8x8 beams much better than 16x16 so good suggestion.

hahaha I was thinking about that Shaft the other day. Good stuff Gothic.

Errrrr coffee then it's hammer time.........

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i think some 45 degree angled beams would fit nicely in there check out the little underground passage i made on broadway, i dont understand why you redid all of the displacements, you can change the power of multiple displacement surfaces in one go and easily sew them back together as long as the original blocks line up properly

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