Need Advice On My Marine Start

DeathToll_DavidDeathToll_David Join Date: 2002-11-09 Member: 7902Members
<div class="IPBDescription">Two Screens attached</div> I worked on my marine start for a couple of hours - and although I think it looks sweet I know that it is also lacking in detail. The thing is I am just stumpped so I've moved on to work on the hives. You guys are excellent at offering advice on what can be added to make a room look better. I would very much like to hear your thoughts and advice now. Here are two shots below.



<img src='http://www.hlbumpercars.com/ns_distress5.gif' border='0' alt='user posted image'>

<img src='http://www.hlbumpercars.com/ns_distress6.gif' border='0' alt='user posted image'>

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited January 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->...lacking in detail.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    umn, jay ... walls and ceeling could need more details, yeah. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->...what can be added to make a room look better.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    err... Walls? its not even a "room" yet. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    A marine start In a round landing platform is new ang fine.
    no open pllaces in ns please.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    k. I'm not a mapper - not got the skill but I'll give you my opinion for what it's worth...
    Pic1,
    The Dropship I presume. Well the landing platform has no landing lights, and what about some atmospheic affects like fog or rain? the dropship itself looks like a housebrick, som fins and curves (or suedo curves)might help perhaps making those guns a little less square.
    Pic2,
    Facing the other way - it looks like the building is floating in the air, it also looks a bit square - perhaps the platform should overhang a bit or the building should be wider that the platform and continue below it for a while? The walkway should also have some lights at the edge - makes sense, would you like to drive a forklift along there in the dark?

    Finally, assuming this platform is for regular use under normal circumstances were to the traffic control / customs / security guard view activity from? There is no gatehouse, windows, control tower, or even camera's. Also I noticed no door button/keypad.

    hope this helps
  • DeathToll_DavidDeathToll_David Join Date: 2002-11-09 Member: 7902Members
    Anyone know the function to get the red runner lights to work?
  • DeathToll_DavidDeathToll_David Join Date: 2002-11-09 Member: 7902Members
    Well the building is going to look like it is floating because I havent added anything to it or around it. This is just the marine start and have not ventured on beyond it yet.

    And yes this feedback is great. thank you.
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    edited January 2003
    A little for warning David. Don't make outside areas. HL engine doesn't like open areas. Especially if you try adding any worth while amount of detail. Your r_speeds will go up so fast your head will spin. Other than that, I do like the idea of a drop-ship/landing pad(I tried it also, didn't work)!
    Oh, use a func_illusionary to get the effect your looking for(RenderMode to: Additive, and RenderAmoutn to: 255). I'm assumming your going to use the green arrows sor something like that. If you want the texture to pan/move you'll need a func_conveyor.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Small outdoor areas like landing pads are fine. But remember, it plays hell with your r_speeds; Merkaba had to cut off access to the landing pad in ns_hera for that very reason.
  • Suicide_RunSuicide_Run Join Date: 2002-12-17 Member: 10939Members
    ship looks great

    door could use something but i dont know what

    it looks like someone took a section right off of a building and put it there :/

    and everything they said about r_speeds is gonna be overly true :/
  • SevendashsevenSevendashseven Join Date: 2002-11-01 Member: 3357Members
    A bit too easy to defend as it looks now, too... Or is there a vent below the walkway? If not, that might be a good idea.
  • MarcianitoMarcianito Join Date: 2003-01-10 Member: 12111Members
    I don´t like it, the ship isn´t bad, but the big problem is the wall near the resource tower, it apears that in the other side are more space, but if you pass trought it and see a lot of rooms....... <!--emo&???--><img src='http://www.natural-selection.org/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> you need make more walls for the atmosphere

    (sorry for my bad english)
  • MerciorMercior Join Date: 2002-11-02 Member: 4019Members, Reinforced - Shadow
    Aside from engine restrictions, outside areas are a big no-no in NS because it gives aliens a huuuuuuuuuuggggggggeeeee disadvantage!
  • MarcianitoMarcianito Join Date: 2003-01-10 Member: 12111Members
    yes... the skulks here are dead, this is an impossible skulk rush <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> and the onos will have a lot of problem for this place, he can fall down easily
  • DeathToll_DavidDeathToll_David Join Date: 2002-11-09 Member: 7902Members
    It's just been my experience that marine starts are too easily taken. So I made this on purpose to give marines somewhat of an agvantage. Once 1.04 is out I will more than likely have to rethink the map, but until then I plan to go on the premise that marine start are too easily taken.

    The r_speeds are good. They never go above 450. Mainly because I have a small sky box. I will probably enclose everything but the landing pad itself. Havent decided that yet.

    Thanks for your feedback.
  • DeathToll_DavidDeathToll_David Join Date: 2002-11-09 Member: 7902Members
    By the way, this outside area is not as large as it looks. It only takes about 3 seconds to get from one end to the other.
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