Ns_decadent
Tabris
Join Date: 2002-11-02 Member: 4273Members
<div class="IPBDescription">TSA experimentation with Terraforming</div> Hey all... just like to 1. Set out some press on my NS map under the working name ns_decadent. 2. Get some of the Ns mappers opinions about building in relation to commander mode and outside.
Goals
- Design a level based on the idea that the TSA was conducting terraforming experaments.
- Rocky and lushous green areas within "Biodomes"... Which by nature of having natural resources and life made it a perfect place for alien infestation.
-Perhaps with imput from the team shed more light on where the Kharaa originated. (Perhaps a hive lain dormant was awoken by the presence of the TSA)
- Level design which in conjunction with the welding skill.... allows complete restructuring of the flow of the level..(cutting off acess and granting new access).. . for increased playablity and making players think on their feet.
Requests: Input/Ideas from existing NS team mappers. Perhaps a few unique textures exclusive to outdoor areas. More coming.
Any and all ideas, comments, or critizisms are welcome.
Goals
- Design a level based on the idea that the TSA was conducting terraforming experaments.
- Rocky and lushous green areas within "Biodomes"... Which by nature of having natural resources and life made it a perfect place for alien infestation.
-Perhaps with imput from the team shed more light on where the Kharaa originated. (Perhaps a hive lain dormant was awoken by the presence of the TSA)
- Level design which in conjunction with the welding skill.... allows complete restructuring of the flow of the level..(cutting off acess and granting new access).. . for increased playablity and making players think on their feet.
Requests: Input/Ideas from existing NS team mappers. Perhaps a few unique textures exclusive to outdoor areas. More coming.
Any and all ideas, comments, or critizisms are welcome.
Comments
This map had better rock. Oh, it had better rock, all right.
very nice <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
As most mappers know .. hl is a pain outside <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
/me splurts
Maaaaaaddd......
Other then that, its really sharpe man <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I think that keeping a similar theme to a map lends to a more realistic evironment. When does an archietext just decide to change the design of his space station from this metal, and this panneling, to a totally different one? So I think a set of similar textures will work better than changing every room.
I agree with comprox too.
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UGL|Andrew-NS
<a href='http://Http://www.UGLeague.net' target='_blank'>Http://www.UGLeague.net</a>
yes, i agree. use some ducts for example, i'd like to see also some broken ceilings with wires down the holes... the name suggest an abandonated base.
i would like to see also some light spots to enfatize details like pipes or grates. cotinue working this way <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
thanks also cos the 2nd shot inspired me a bit(not for a NS map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->)
Lets just hope he doesn't hit the max texture limit.
What ticks me off though when I TRY to map for NS I reach the max texture limit with only 56 unique textures. *Humph*