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KrazeD 1st Rank


Age : 25 Joined : 10 Sep 2008 Posts : 6 Location : CANADA
 | Subject: NOSTROMO 2008 Preview!!! Wed Sep 10, 2008 1:21 am | |
| Yea I'm lazy busy or what have you... But here is a nice treat for all you boyz and galz that still have a copy of avp2 and for those who just enjoyed the first Alien film that started it all. It was done with fraps and is lower quality from what I expected... But please do enjoy(:
On the flip side I do need testers and mappers maybe just one but its good to have many opinions to have a look and tell me what you think. Basiclly I could upload it as is, but I feel it falls short of a timeless classic. And it still has a few bugs. I will have to add all multiplayer spawn points, pick ups and seal the map correctly. In addition the flight deck is lag to a doomed crew member... Even with the use of blockers my consoles I made dissapear? Yes they are no-snap yes detail level 1 yes the brushes are unjoined. But still some issues with dissapearing faces...
Other than that it is quite big maybe even for multiplayer... That is also something I need your constructive/destructive criticism... And if its not perfect im sorry, I just had an idea and wanted to pursue it with my medicore mapping skills. That are essentially enough to have gotten me this far. So please ask me on here if you are at all interested in having a look at the dat or ed and I shall fire it to you through the good ol' msn. Or private message me. I like messages! (:
In addition I am a fan of AJL I have played R2 in the past and really enjoy it. With that I would like to release this map for R3 so you can expect it as well. And its good to be on the site, can't wait for R3!!!!! :D
The Link to my preview of Nostromo...
http://www.youtube.com/watch?v=KiaV4VoqsF0
-=KrazeD=- |
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PLEXI 5th Rank


Joined : 26 Aug 2007 Posts : 1233 Location : STRAIGHT ABOVE YOU!
 | Subject: Re: NOSTROMO 2008 Preview!!! Wed Sep 10, 2008 1:45 am | |
| Awesome map so far.
critisim; seemed like everything was slightly too big compared to the player. Room and hallways wise. It just partially kills the mood, because the nostromo is supposed to be cramped up, with the; "nowwhere to go" feel. The part where the xenomorph attacked Brett: the water seemed a bit out of place. possibly make it shallower, and more see through so its not as noticable. also...I dont know if I just happened to miss it, but I didnt see the engine room. Where Parker and Lambert go to retrieve the coolant.
And yes, it looks quite big o.0
anyways, looks great so far krazed. Keep it up :D |
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Imp Hunter 4th Rank


Joined : 07 Sep 2007 Posts : 50
 | Subject: Re: NOSTROMO 2008 Preview!!! Wed Sep 10, 2008 11:34 am | |
| Hey man looking good!
My pointers would be the same as PLEXI's, proportion wise is does seem huge compared to the player is some places, i made the same mistake with my first attempt at Hadley's with the player being dwarfed my the corridors. |
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Rafu Administrator


Joined : 18 Aug 2007 Posts : 851
 | Subject: Re: NOSTROMO 2008 Preview!!! Wed Sep 10, 2008 11:41 am | |
| Looks very good. Few questions though. What value you use ambient light (thinking about if there are any completely dark corners)?
Also I agree with PLEXI, the hallways and rooms should be bit more cramped up. Rather make tight hallways. Of course the top floors should be very well lit up, but the bottom floors should have minor lighting and LOTS of dark corners and spots for hiding.
Anyhow, overall it looks well-built and can't wait to try it out. |
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*DTA*Celticpred*S* 5th Rank


Joined : 03 Sep 2007 Posts : 259 Location : Fuck off! why do u wanna know where i live!?!?!!!
 | Subject: Re: NOSTROMO 2008 Preview!!! Wed Sep 10, 2008 4:21 pm | |
| pretty good! yea i agree whit PLEXI.... also would it work if u made more lights in the control room :D? would be also cool if there would be that lift that lets u go outta nostromo into the :face: HIVE:face: |
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Le Celticant The Admin Doode


Age : 17 Joined : 26 Aug 2007 Posts : 529 Location : everywhere
 | Subject: Re: NOSTROMO 2008 Preview!!! Wed Sep 10, 2008 7:10 pm | |
| Hey KrazeD, that was a long time ago the last time i saw you, welcome back. Good job on your nostromo map, i'm impressed. Good luck for your future map, i'll watch arround for them  |
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KrazeD 1st Rank


Age : 25 Joined : 10 Sep 2008 Posts : 6 Location : CANADA
 | Subject: Re: NOSTROMO 2008 Preview!!! Thu Sep 11, 2008 2:06 am | |
| | Thanks all for your input and I intend to make many of these changes... Although when I built the corridors I was thinking of the queen and exosuit. But a bad idea for the realism effect, and it would take far to long to resize everything. It looked smaller on my old crt monitor, now with my widescreen 21inch lcd I can see just how small I am compared to the world. I think I may work on a second version, but I've come to far to start from the drawing board. The lighting is something I'm going to have to play with. Im going to add some switches and triggers to operate some of the lighting. And yes PLEXI I have started working on the engine room which should be done soon. And Jegu I agree about the lighting scheme the bottom floors should be much darker & the top floor have the best lighting... I will have to get rid of ambient lighting and start placing individual lights and light groups. And to Celtic pred I think the Pilot ship you are refering too, and it would take much longer to create this and might be an idea for the single player version. However if you have ever watched the special edition deleted scenes from the movie, the alien created a hive on board with some cocooned victims. And I have implemented this... Well more to come with updates. |
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PLEXI 5th Rank


Joined : 26 Aug 2007 Posts : 1233 Location : STRAIGHT ABOVE YOU!
 | Subject: Re: NOSTROMO 2008 Preview!!! Thu Sep 11, 2008 2:10 am | |
| | Quote: | | Although when I built the corridors I was thinking of the queen and exosuit. But a bad idea for the realism effect |
ah, yes. Understandable then.
| Quote: | | And yes PLEXI I have started working on the engine room which should be done soon. |
woot! Glad to hear, that should prove to be a very good spot for ambushes. |
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*DTA*Celticpred*S* 5th Rank


Joined : 03 Sep 2007 Posts : 259 Location : Fuck off! why do u wanna know where i live!?!?!!!
 | Subject: Re: NOSTROMO 2008 Preview!!! Thu Sep 11, 2008 3:01 am | |
| | KrazeD wrote: | | Celtic pred I think the Pilot ship you are refering too, and it would take much longer to create this and might be an idea for the single player version. However if you have ever watched the special edition deleted scenes from the movie, the alien created a hive on board with some cocooned victims. And I have implemented this... Well more to come with updates. |
lol cant wait to play it :face: |
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Le Celticant The Admin Doode


Age : 17 Joined : 26 Aug 2007 Posts : 529 Location : everywhere
 | Subject: Re: NOSTROMO 2008 Preview!!! Thu Sep 11, 2008 7:54 pm | |
| I started some plan long ago to make a single player campaign based on it. It's just very hard to find the right balance, i tried some experience but i guess the "no hand" was really an handicap. |
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KrazeD 1st Rank


Age : 25 Joined : 10 Sep 2008 Posts : 6 Location : CANADA
 | Subject: Re: NOSTROMO 2008 Preview!!! Sat Sep 13, 2008 8:30 pm | |
| Well LeCelticant I remember you were working on a verions of Nostromo for single player, but if you still have the ed. you might be able to make something with it. I do that all the time start one ed. and not finish it now I have over 100...
But the map is comming along nicely... Almost ready to test... |
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Le Celticant The Admin Doode


Age : 17 Joined : 26 Aug 2007 Posts : 529 Location : everywhere
 | Subject: Re: NOSTROMO 2008 Preview!!! Sat Sep 13, 2008 8:33 pm | |
| | KrazeD wrote: | Well LeCelticant I remember you were working on a verions of Nostromo for single player, but if you still have the ed. you might be able to make something with it. I do that all the time start one ed. and not finish it now I have over 100...
But the map is comming along nicely... Almost ready to test... |
Well, i just have few things from that... most of them are prefabs: -Vent with iris as original avp2 marine campaign mission in pods. -Some doors i re-made like the nostromo or avp2 campaign. -Dinner room. -Few room like nostromo/gateway interrior (see space-pods chambers & lc_depot chambers) -Few stuff there and there as corridors, and details.
I could link everything to make a map, but yet i'm lazy to do that so i'm still working on other project. |
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KrazeD 1st Rank


Age : 25 Joined : 10 Sep 2008 Posts : 6 Location : CANADA
 | Subject: Re: NOSTROMO 2008 Preview!!! Fri Sep 26, 2008 6:13 am | |
| | LeCelticant I know how easy it is to get carried away with DEdit and then start another ed. before finishing it. Those prefabs may be useful as its my first time trying to re-create the NOSTROMO or any movie set. And the dinner hall is more realistic, mine is to big, there I go again thinking about that queen. And like I said it would take a very long time to recreate this... And the hallways in the PODS resemble the halls of the Nostromo a little better. If you have these props and would like to share please feel free to send them to me when I'm on msn... And I've been working on the lighting lately so its more errie like... No more Ambient Light!!! I would have a screen for you, but I rather just release this map as a beta tester in ed./DAT format... Kinda like Imp did just for comments and suggestions and pointers from all the professional mappers... :D |
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Rafu Administrator


Joined : 18 Aug 2007 Posts : 851
 | Subject: Re: NOSTROMO 2008 Preview!!! Fri Sep 26, 2008 10:25 am | |
| I would suggest releasing a public BETA before releasing the official version. The BETA could reveal a lot of bugs or unfair sections to individual species. After that it would be easy to fix everything and create a nice and stable map.
About the lighting. Just attempt to make top floor lightning as human friendly as possible. It needs to fit so that human won't even notice that there is light.
Bottom floors should have drippers, flashing lights and completely dark spots. You should attempt to make it that way so human MUST have to use shoulder lamp there and attempt to make use of shoulder lamp almost useless at top floors. |
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AJL [AJLMod Developer]
![[AJLMod Developer] [AJLMod Developer]](http://illiweb.com/itest/ranks/stars/stars14.gif)

Joined : 26 Aug 2007 Posts : 110 Location : In the shadows...
 | Subject: Re: NOSTROMO 2008 Preview!!! Fri Sep 26, 2008 2:23 pm | |
| Looks big... 
And quite bright...
| jegu wrote: | | You should attempt to make it that way so human MUST have to use shoulder lamp there and attempt to make use of shoulder lamp almost useless at top floors. |
Disagree... 
It would be best if there is more than enough light for players get the feeling that they can see just fine... But in truth they wouldn't. Because if they feel that they don't see, they will turn on their NV and blow away the bug that was hiding in the dark...
Soo... Contrast... Bright lights and flares everywhere, but lots of dark spots, vent openings, holes and such as well... |
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