Ns_wreck

ElowindElowind Join Date: 2002-03-06 Member: 279Members
ok i'v only done the team pickroom, the commander room, and the alien respawn, i've created rooms for other parts but i need ideas so they arnt too empty, so if u have any ideas for other parts in this map tell me, im planning on making a ship wreck, hence 'NS_Wreck' should it be a plane, boat, alien/human space ship, or sum sorta giant car like those things in star wars..

Comments

  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    One suggestion I have is to draw out your layout before you get too involved with the brushplacing. It will help you out tremendously later down the road. I know how tempting it is to skip that step when making a level, but it really truly does help.

    If you do have a layout drawn up, you might want to post it up here, and you can be sure you'll get plenty o' feedback.
  • The_ArtistThe_Artist Join Date: 2002-03-11 Member: 305Members
    I tried out that draw out yurr map thing, i ended up with a map with writing everywere on it ill post it up here its really funny i had to scrap it in the end but im not discouringing n e 1 from drawing out there maps <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> good idea to stop you from doing that over-lapping level areas is to draw it out birds-eye-view it really helps. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Yep, that was the main thing I had against drawing out your maps before... that they always end up so flat and without any level/level construction.

    But now that I'm designing for NS, and you can't have l/l stuff, it works marvelously. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • The_ArtistThe_Artist Join Date: 2002-03-11 Member: 305Members
    hehe, you end up with just blocks so its kinda hard to draw out your map unless your just going for a floor plan of it, you got no feeling of dimensions up down diaganals only left right or width.

    i sugest just make a room for your map on wc then draw out the detail seperatly  (not in great detail) just to get a feel for were everything goes other wise you will have a flat room on paper but you have to place everything in when you get to actually mapping it. Might take a bit more time but its worth it plus it helps alot !
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    if theres one thing i've learned over the years, it's <b>never draw a plan before mapping</b>, this has always screwed me up
  • BlahmanBlahman Join Date: 2002-01-25 Member: 85Members, NS1 Playtester
    One thing I like to do is to draw 3d sketches of rooms and architecture, even prefab-type stuff like doors... this way I don't forget what I wanted the map to look like when I go back to make / improvise textures and brushwork.

    However a 2d top view sketch I find to be pretty useless, except for maybe judging scale vs. the worlcraft grid.
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