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2004-02-15, 8:35 AM #1
The showcase needs more maps right now, so here you go. [http://forums.massassi.net/html/wink.gif]

So, I recently joined the Co-op JA mod (Co-op mode for JA, oh my!) I am one of the two (!) mappers (Arkon is the other one, he is the Master mapper or somwthing like that), so here: I am making an SP level that is possible for two players to play in.

[EDIT: Pics of my Dam level below.]

Hey, it would be great if someone could point me to a free image hosting service that WORKS (e.g. NOT angelfire (tried it), lycos.uk (tried it) and uploadit.org (tried it)).

More soon.

[This message has been edited by Zell (edited February 15, 2004).]

[This message has been edited by Zell (edited February 16, 2004).]
DO NOT WANT.
2004-02-15, 8:46 AM #2
I believe Echoman is also a mapper for that mod.

Anyways: Your textures look very stretched, and the lighting is bland.

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Map-Review | Digital Core | The Matrix: Unplugged

Farewell, MaDaVentor. In our hearts, you'll always live on.
2004-02-15, 9:06 AM #3
The textures are already fixed, and alas, I don't have as many awesome lighting opportunities as in my last level, the Dam. I'll have to go with bland lighting for the outside, but I'll try to make it more interesting indoors.

[EDIT: Here, I hope this helps: {image} Sorta better lighting, better textures.]
[EDIT 2: Agh! I forgot I deleted all my pics in the Image corner so it showed a pic of my desktop! [http://forums.massassi.net/html/redface.gif] ]


[This message has been edited by Zell (edited February 15, 2004).]

[This message has been edited by Zell (edited February 19, 2004).]
DO NOT WANT.
2004-02-15, 12:47 PM #4
I like it, but I don't like the spikes.

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Home is behind, the world ahead, and there are many paths to tread. Through shadow, to the edge of night, until the stars are all alight. Mist and shadow, cloud and shade, all shall fade, all shall fade.
Someone wrote this over one of the urinals: "The joke isn't on the wall; it's in your hand." - BV
2004-02-15, 1:05 PM #5
You'll see what the spikes are for as soon as I finish making them do stuff. I made my mind up over what the conveyer belts are for. It's this funky alien transportation system, just like in airports, except MUCH faster. They go very fast, and there are different lanes and such. The way into those floating cylinders is crude, but efficient, which is all the aliens went for. They don't care about luxury.
DO NOT WANT.
2004-02-15, 1:09 PM #6
I meant the spike textures, they seem bleh.

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Home is behind, the world ahead, and there are many paths to tread. Through shadow, to the edge of night, until the stars are all alight. Mist and shadow, cloud and shade, all shall fade, all shall fade.
Someone wrote this over one of the urinals: "The joke isn't on the wall; it's in your hand." - BV
2004-02-15, 1:17 PM #7
I'll look into it, but, man, it's hard to find a texture that will fit a spike and look like what I want it to look like at the same time.
DO NOT WANT.
2004-02-15, 11:11 PM #8
It looks like you hit 'Natural' for those spikes. Looks ugly.

Also, outdoor lighting is actually way easier, and can be more atmospheric, than indoor lightig. God bless entity suns.

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Map-Review | Digital Core | The Matrix: Unplugged

Farewell, MaDaVentor. In our hearts, you'll always live on.
2004-02-16, 12:02 AM #9
Nice work Zell!

I look forward to your help on the coop mod. [http://forums.massassi.net/html/biggrin.gif]

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Designers have dreams and great idea's, but the coders are who have to get their hand dirty and program everything, they are slaves to the designers will.

-Arkon

"A day may come, when the courage of men fails, when we forsake our friends and break all bonds of Fellowship,
but it is not this day! This day we fight! By all that you hold dear on this good earth, I bid you, stand,
men of the West!"
Free your mind, use Open Source.
2004-02-16, 2:51 AM #10
Have you tried a shader with a slow pulsing light for the spikes? That might produce a nice effect if it's some kind of transportantion platform.

Otherwise this map shows promise. A little detailing wouldn't hurt, but I guess you are not that far yet. Still, make some kind of termination to the bridge to the platform. Now it looks like it has just been cut off quite abruptly.

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This day we fight
Frozen in the past by ICARUS
2004-02-16, 3:07 AM #11
Well Zell, I didn't say you could be on the mod team yet, I still have to talk it over a bit with Freyr. And Echoman is on the mod and am greatful to him. Alien is also mapping for the mod (shut-up gothix).

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One ring to rule them all. One to find them. One ring ti bring them all and in the darkness bind them. In the Land of Mordor where the Shadows lie.
Flipsides crackers are the best crackers to have ever existed
2004-02-16, 7:04 AM #12
Well, the way you talked about things, I thought I was basically in. Oh well, this map, if I am not in the mod yet, isfreelance for now, then.

By the way, the spikes are not transportation things. I said I will look for a better texture, but right now it's being strange.

Anyone know why it won't actually update my map when I compile it? (Hint: I have some fx_runners with key fxFile and value env/beam_bolts, and others with value env/electricity) Still won't work. Meh.

[EDIT: What do you mean, termination to the bridge to the platform?]

[This message has been edited by Zell (edited February 16, 2004).]
DO NOT WANT.
2004-02-16, 12:10 PM #13
Ah, screw it. I'm ditching this map, it's turning out very bad. I am, however, picking up again on my Dam level. More on that soon.
DO NOT WANT.
2004-02-16, 5:32 PM #14
Here's some stuff from the Dam level, I just added that curve in the distance of this shot:
[http://blargh.mine.nu/test/31/2.jpg]

Turn right and:
[http://blargh.mine.nu/test/31/3.jpg]

A maintenance passage:
[http://blargh.mine.nu/test/31/4.jpg]

That elevator should go to an open area with terrain and stuff. Soon. Terrain has a tendency to mess up my levels though. [http://forums.massassi.net/html/frown.gif]
DO NOT WANT.
2004-02-16, 5:55 PM #15
Change the textures. They are ugly, don't match, and are used poorly.

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Baby Mama's Drama
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2004-02-16, 6:09 PM #16
Which textures?

I made another maintenance passage and connected it to the elevator.
DO NOT WANT.
2004-02-17, 5:44 AM #17
All of them.

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Baby Mama's Drama
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2004-02-17, 6:02 AM #18
I hope this is your usual cynical Zuljin self, because I rather like my texture usage. No one else said anything about all of the textures in my previous post about this map, just about the pipes, which I fixed. They're staying, I'm not changing every texture because one person says so.

[This message has been edited by Zell (edited February 17, 2004).]
DO NOT WANT.
2004-02-17, 6:15 AM #19
And that's your decision. You can ignore the advice from someone that knows what he's talking about if you want.

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Baby Mama's Drama
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2004-02-17, 6:16 AM #20
That texture on the Dam is too repetitive, you should really change that one...
I also think it needs more detail.

Looks good.

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* Elmo is still Elmo
* Elmo is still Elmo
http://www.elmoo.com
2004-02-17, 6:23 AM #21
Zully is right, you do need a better texture selection.

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And everything under the sun is in tune, but the sun is eclipsed by the moon...

DSettahr's Homepage
2004-02-17, 6:23 AM #22
I think that it looks good, but I also think that Zully is right. The texture on the dam looks too repetitive and the other textures don't mind me so much, but for the stairs it looks kinda strange for it being the same texture as the wall...

And I can say that I couldn't do anything better. I'm just suggesting some things...

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<landfish> FastGamerr > Satan
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2004-02-17, 6:43 AM #23
Zell...the textures need to go. Not just one person is say so. You have four people telling you that the textures don't look good.

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<scribbly handwriting barely resembling name>
Code to the left of him, code to the right of him, code in front of him compil'd and thundered. Programm'd at with shot and $SHELL. Boldly he typed and well. Into the jaws of C. Into the mouth of PERL. Debug'd the 0x258.
2004-02-17, 10:50 AM #24
Make that five. You seem to have a nice start with the design, but different textures are needed. That one is just too repetitive. On the other hand, you could REALLY jack up the detail level (add pipes, vertical-collumn-like thingies on the walls, etc.), and we wouldn't notice it as much...

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Nes digs around in the trash can.
Nes finds a hamburger!
Nes puts the hamburger in his backpack.
Wake up, George Lucas... The Matrix has you...
2004-02-17, 1:21 PM #25
A'ight! All right! Sheesh, you people act as if I'd said no even whan more and more people were saying change it. I only said no when it was one person's opinion, now it's several people's opinions. I'll change it, sheesh.

Not now, though. I just finished Vice City's plot missions and have to finish the second car list of Sunshine Autos. [http://forums.massassi.net/html/biggrin.gif]
DO NOT WANT.
2004-02-18, 2:23 AM #26
Also, the pipes would look a lot cooler if they followed the curveture of the wall, rather than coming out away from the wall, turning 90 degrees and heading straight down.

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And everything under the sun is in tune, but the sun is eclipsed by the moon...

DSettahr's Homepage
2004-02-18, 5:52 AM #27
I think if you just used a simple concrete texture for the dam walls, it would look much better. i also think the bridge part needs to be something other than concrete, like metal, so it would give a hint at it being a lock or something... right now it looks to jumbled and it's hard to make out lines. i think some more drastic lighting would help bring out the shapes more (maybe even tinker with direction of the sun?).

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Current Maps | Inclusion | Restless Endeavor

There is a thin line between insanity and stupidity. I am that line.
Current Maps | Newest Map
2004-02-18, 6:18 AM #28
Working on it. Bridge texture changed, pipes soon to be changed, dam walls changed. Anything else?
DO NOT WANT.
2004-02-18, 6:24 AM #29
Align the textures on the pipes.

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Map-Review | Digital Core | The Matrix: Unplugged

Farewell, MaDaVentor. In our hearts, you'll always live on.
2004-02-18, 10:38 AM #30
"Welcome to the dam tour. I'm your dam tour guide. Anyone have any dam questions?" /National Lampoon

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-There are easier things in life than finding a good woman, like nailing Jello to a tree, for instance

-Tazz
-There are easier things in life than finding a good woman, like nailing Jello to a tree, for instance

Tazz
2004-02-18, 11:01 PM #31
I think it's funny that he changed the first image on this thread. [http://forums.massassi.net/html/tongue.gif]

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Map-Review | Digital Core | The Matrix: Unplugged

Farewell, MaDaVentor. In our hearts, you'll always live on.
2004-02-19, 6:36 AM #32
Nice level! Let me guess... MotS? *sulks for the simple reason that he doesn't have it.*

/Edward
Edward's Cognative Hazards
2004-02-19, 1:34 PM #33
Dude. You just dissed my level so bad. It's for JA, man!

"Welcome to the dam. As you can see, the dam wall looks awful. As well as the pipes along the dam wall going into the water flowing throughout the dam. I hope you have a dam good time."

I suck at texturing, y'all. Yay.
DO NOT WANT.
2004-02-19, 4:06 PM #34
Well it obviously isn't MOTS, but I can see why one would think it was. It's because of all the colored lighting, and you've got to tone that down. The texturing isn't all that bad, but it does need some work.

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Bliss is ignorance.

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