The latest mapping-fashion from the docto of luv!
doctopepa
Join Date: 2002-01-26 Member: 99Members
<div class="IPBDescription">/ 4 screens from my new map project.</div>I've been making horribly UGLY beginnings of maps and removing them for the past months so that's why i named this new one ns_beauty. Cause it's not ugly <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Ok, first pic is, as you can see, splitted in 4 parts:
1. Michael Jackson would love the small stairs there. Those are custom textures btw.
2. I'll be putting a door to somewhere on the big wall to the left and a door to an elevator (down) on the small wall in the back. That light needs work too...
3. Scary vents. A particle system would be nice. To bad i can't edit them in-game for some reason...
4. Smooth and sexy walkway in the colours of spring. I like the plane greyish sides from the NS_Wad.wad.
Ok, first pic is, as you can see, splitted in 4 parts:
1. Michael Jackson would love the small stairs there. Those are custom textures btw.
2. I'll be putting a door to somewhere on the big wall to the left and a door to an elevator (down) on the small wall in the back. That light needs work too...
3. Scary vents. A particle system would be nice. To bad i can't edit them in-game for some reason...
4. Smooth and sexy walkway in the colours of spring. I like the plane greyish sides from the NS_Wad.wad.
Comments
My only real suggestion is too break up the flat area of the ceiling, perhaps by adding piping, vents, a sloped section … whatever. You could also try turning off, removing or obscuring the top few white lights on those vertical supports/columns to allow areas of shadow to creep in around the ceiling.
Remeber to break up the green a little in some places, just to diffuse the monotony
EDIT: remember to say what pic (and if the first, what #) you are talking about. (i know i should have had a,b,c and d instead)
Added a border on the small door:
[edit] Oh, there are two pages. Yeah, it's definitely the button... your architecture is so clean and smooth, having a huge glaring button like that really throws it off. Try for something a little more civilian or possibly futuristic-looking (like a hand-scanner?)... or, if you're worried about the button being too small, you could have a "hacked" panel - have the button panel open and hanging loose, exposing the wires so the marines can operate it by patching in.
Awesome architecture!
<!--EDIT|ken20banks|May 14 2002,15:37-->
by the way...love your texture work... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
what's next:
* The ceiling is far from final. New and improved ceiling coming UP <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
* New buttons, and some kind of use for them. (Thanx for the advice coil)
* Possible change in architecture. to make it look more spaced out.
* A point with the room. A café or some thing maybe...
* DESTRUCTION! muAH HAH HAAw!
The only criticism i can give is the buttons, and the size of them, otherwise, GREAT!
Actually... only if done lightly is it not a bad thing. Whether people like it or not, NS is not really about clean environments. It just isn't. I think that the ocassional clean area would be nice, but the (entire) map really shouldn't look like something out of star-trek. NS is (for the most part) beat up and worn. That's the style, according to the textures, and it should be kept consistent.
Anyways, I'm not saying you should make this area dirtier... Just don't do the whole map like this, or it's not going to "fit in" with the rest. There's nothing wrong with variation... but keeping a sense of consistency is essential. (More on that later... <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> )
Ok here's some more poppin #### for ya'll. There are some texture and light errors that i noticed first when i had compiled, so i let them stick on to annoy you <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
There's a new wall and some ceiling detail like i said:
Nice work!
I must say this is a very nice looking map. My only concern is that it might be too clean. I love clean, but the recent concerns mentioned by Flayra suggest that a map like this might not be official. Instead of scrapping what you have, throw in some damage equipment to offset the sterile look, and maybe some burn and scratch decals.
Good textures but...it's just a room!(phrase stolen from the Uncrossable Parallel forums where i received the same comment) <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
It looks like the green may be staying, but I still want to offer this... a blue-white light could offer a similar style and more of a cooler, streamlined look (which I think fits this area really well) rather than the mildly alien (meaning foreign, in this case) green. So much green lighting reminds me of Alien:Resurrection.
It's not bad... I just personally think blue might look better. I'd just try it on a whim, if it was me. Your call. (: