Interesting. Even with the subdued red lighting you specifically told us not to pay attention to, it looks interesting. ^_^
Good job with the stone and metal
The light fixtures themselves in that first shot look kind of weird though. The brushwork is odd the way you attached them to that curved bit of ceiling. I suggest making the light fixtures seperate things... like little boxes detached from the ceiling, and then add some wires holding them up. Not only will this solve the funny-looking brushwork problem, but it would also help establish the lights as seperate machines that had to be brought in and hooked up to a power source, as opposed to just light-flavored textures on a wall. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Overall, it looks pretty sweet. I look forward to the playtesting. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
In the third pic, I'd consider changing the roof texture on the "spokes." Due to the angle you placed them at, they point in a direction that is not parallel or perpendicular to the the direction the texture points and looks a little odd. Go for a non-grateish texture on those, or fiddle around and rotate the texture just right.
on the first pic, lower the threshold of the passageway onto the catwalk. Basically, the arch of the door looks like it goes all the way to the ceiling -- which is bad for skulks! :F
other than that, and what the other people said, very impressive.
Call me crazy, but I like the redish tint to the place :o Those textures need to be a little less jumbled (as was mentioned alread) Is that hive going through that brush? (just wondering)
Um...its looking good..I dunno what else to suggest
The reddish light will stay, and similar style of lighting will be found in the other two hives and surrounding areas, except with respective greens and yellows. Its part of my scheme to distinguish between areas and give the player an easy sense of where they are.
Yes that hive needs to be moved up as it is splicing through the floor.
And the part where the roof slopes and looks like it would be bad for skulks is really not, but you'll have to see the map for yourself to be able to distinguish that.
As far as making the lighting seperate from the walls, that will be tough because I happen to like it the way it is and i'm running low on resources, getting the allocblock:full error every other compile now I need to keep the solids number down, so doing it this way helps.
And the changing of the "spokes" texture was an appreciated suggestion, and has been done. Not to mention thats a cool bid for the "info_location" name for that room <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->.
Also, what exactly do you mean by textures being jumbled? People say the same thing about bast's texturing, but I found those textures to be extremely well oriented, is this the same sort of description, or are mine just totally off?
Hope we don't get caught up in too many places as marines..I find myself getting stuck on some maps (cuz I'm a n00b probablly), but make sure to clip some areas that look dangerous to movement.
That looks so delicious, I could scream for joy. My only qualm is the glowy water... someone once posted how to make the water not glow like that, but I can't remember in which thread. I do remember that on the other map, non-glowy water looked 10 times better than the glowy water, and I'd bet the same would hold here. It would be EVEN BETTER if there was a fog or mist particle system hovering over the surface of the water...
Note that if I could scream for joy at the sight of it now, what manner of heart palpatations would I have if it were improved?
Ah yes, I have yet to even mess with the particle system, add any sounds at all, spruce up the marine spawn, put in a different sky, add some sprites, and tweak the lighting, but I think the download I put up in my previous post in this thread should represent the gameplay and the general style. If there is anything that I missed in the list of changes I still need to make above, let me know!
Also, I do have a tutorial on how to make the water have realistic lighting, and I will implement that soon, thanks for reminding me!
Here is an early bsp if anyone is interested, there is still much work to be done, but suggestions will be appreciated!
Oh yeah, check out the readyroom too, its my favorite part.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<span style='color:red'>For those who click on the link and get a "page not found" right click on the link and copy shortcut then paste in browser to dowload. </span>
humb1ed, I'd like to test this map on a friend's server of mine, Coronas in Space operated by TiberionElite. I'll even be reviewing it over at www.punkassfraggers.com Are you cool with all this?
i like it so far..but since it was still beta the lights werent all there..really really dark, but the brushwork looked great..i liked the marine spawn..but elevators only? all i see are marines with grnade launchers lobbing away <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> other than that i love the windows you have all over the place..reminds me of some great TFC maps..with all the outside scenery...lookin good bro keep at it
You are free to do with it whatever you want, you can get ahold of me at humb1ed@hotmail.com if you want the latest version (including some sounds, maybe the minimap, haha) or just to smooth things out. And for the record I love Corona's in Space, one of my favorite servers.
In response to the last post, I haven't even implemented any elevators at all in the marine spawn. They don't work, you have to use the ladders. But really, ladders or elevators regardless, it is a deathtrap (i'm assuming) in that lower level of the marine spawn, but only testing will tell and hopefully the testing will introduce maybe alternative methods of doing what I wanted without disadvantaging a seiging alien team. Also, where did you find it was too dark? I was actually beginning to think it was too light, but maybe it just needs more contrast eh?
maybe it was my gamma or something..and yes i meant the ladders..bah not elevators <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> silly me..but yes was really a fun run thru i did
terrible terrible terrible!!! actually i love it (noone else said anything bad so i gussed i would...) im really looking forward to play this map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Comments
Good job with the stone and metal
The light fixtures themselves in that first shot look kind of weird though. The brushwork is odd the way you attached them to that curved bit of ceiling. I suggest making the light fixtures seperate things... like little boxes detached from the ceiling, and then add some wires holding them up. Not only will this solve the funny-looking brushwork problem, but it would also help establish the lights as seperate machines that had to be brought in and hooked up to a power source, as opposed to just light-flavored textures on a wall. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Overall, it looks pretty sweet. I look forward to the playtesting. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
other than that, and what the other people said, very impressive.
Those textures need to be a little less jumbled (as was mentioned alread)
Is that hive going through that brush? (just wondering)
Um...its looking good..I dunno what else to suggest
-LH <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
Yes that hive needs to be moved up as it is splicing through the floor.
And the part where the roof slopes and looks like it would be bad for skulks is really not, but you'll have to see the map for yourself to be able to distinguish that.
As far as making the lighting seperate from the walls, that will be tough because I happen to like it the way it is and i'm running low on resources, getting the allocblock:full error every other compile now I need to keep the solids number down, so doing it this way helps.
And the changing of the "spokes" texture was an appreciated suggestion, and has been done. Not to mention thats a cool bid for the "info_location" name for that room <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->.
Also, what exactly do you mean by textures being jumbled? People say the same thing about bast's texturing, but I found those textures to be extremely well oriented, is this the same sort of description, or are mine just totally off?
Hope we don't get caught up in too many places as marines..I find myself getting stuck on some maps (cuz I'm a n00b probablly), but make sure to clip some areas that look dangerous to movement.
Note that if I could scream for joy at the sight of it now, what manner of heart palpatations would I have if it were improved?
Also, I do have a tutorial on how to make the water have realistic lighting, and I will implement that soon, thanks for reminding me!
It's nice yo. I love that third pic on the top (except for the ceiling)
Make sure it has lots of weld-ables.
and if you need a name ns_cilrais has a nice ring to it.
or am I missing something?
Here is an early bsp if anyone is interested, there is still much work to be done, but suggestions will be appreciated!
Oh yeah, check out the readyroom too, its my favorite part.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<span style='color:red'>For those who click on the link and get a "page not found" right click on the link and copy shortcut then paste in browser to dowload. </span>
In response to the last post, I haven't even implemented any elevators at all in the marine spawn. They don't work, you have to use the ladders. But really, ladders or elevators regardless, it is a deathtrap (i'm assuming) in that lower level of the marine spawn, but only testing will tell and hopefully the testing will introduce maybe alternative methods of doing what I wanted without disadvantaging a seiging alien team. Also, where did you find it was too dark? I was actually beginning to think it was too light, but maybe it just needs more contrast eh?
I recorded some demos of both sides, but have to wait until tomorrow to upload!