More widow

ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
<div class="IPBDescription">Bash it.  love it.  critique it.</div>Here's round two of my map entitled "Widow."  This room is the main tech/computer room, yada yada yada.  Let me know what you guys think of it and such.  Thats all for now.  Thanks in advance.
<img src="http://www.squareburst.net/images/Widow/shot04.jpg" border="0">

Comments

  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    <img src="http://www.squareburst.net/images/Widow/shot06.jpg" border="0">
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    <img src="http://www.squareburst.net/images/Widow/shot07.jpg" border="0">
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    <img src="http://www.squareburst.net/images/Widow/shot09.jpg" border="0">
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Much better contrast that your last set of pictures.  I don't like that green grid texture, what were those areas supposed to be?

    I liked some of the neon blue vertical trim parts and the small pipes up by the ceiling.  Looking good.
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    The green striped areas are a sort of "holographic" section.  Its a feature I'm currently working on as we speak.  So there is a reason for it.   <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
    Thanks for your comments, too.   <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Very nifty stuff. I like you rtexturing especially. ONe question? What's with the lower area in the center with all the computers in it? I.e. how do you get in and out of it, except hurdling over the railing? Just seems odd is all. Keep those shots coming.
  • MechaMecha Join Date: 2002-05-01 Member: 564Members
    Really nice work, as said by ChromeAngel those green grids look a bit ugly, though they would probably look better with the textures aligned a bit more carefully. The onle other thing I'm not sure about are those floor plates, they are a vast improvment on the previous ones, but it just looks implausible to have such large things shoved around like lego bricks. Maybe you could make them slightly smaller and thinner. Apart from that, great map <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    ... also what's the green bit were looking at in picture 2?

    Ah, a holographic bit, like in star trek.  I had a similar idea when I saw that texture.
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    That green part is the guts of one of the computers.  When you get closer, you see that there's a hole there, monitor blown off and sitting on the ground, yada.

    As for the pit.  It is no more.  I have had my fill with it.  Hehe... So I filled it in with something better.  I'll put up more shots later.

    As for the holographic areas, I'll work on those as soon as I complete some other tasks on this map so far.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    I see you borrowed the blast door from System Shock 2. Normally it wouldn't look appropriate next to the standard NS textures, but the blue lighting seems to merge it in nicely. Though you should probably avoid using too many commercial textures. So far I'm only using one SS2 texture in Penumbra, and it's just generic cabling.
  • MotherGooseMotherGoose Join Date: 2002-03-12 Member: 308Members, Constellation
    very nice, still looks clean but has a more abandond feel to it. I can see what your trying to do with the green grid. very nice indeed
  • DoctorJuiceDoctorJuice Join Date: 2002-02-13 Member: 212Members, Constellation
    Looks sweet, but how come there are two panels removed from an area that can be covered by one?
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    ahhh.. holographic pr0n viewers I mean, holographic communications arrays. ;) I like the style you have going on here reminds me of wossis'name'z black&blue-halo-reminicent marine spawn (argh! can't remember NEthing today!!!!) the pipe in the one pic looks broke; any intent of putting a particle system in there? it'd look tight. also a bit curious about what you did with that pic since having the pit there does make the room harder to get through from a strategical stand point, and eliminating that would allow the attackers to rush through any secondary base built in there with relative ease (key word, relative) more pix!

    :)

    oh, yea, and align the grid on that pr0- er... holo viewer ;)
  • MistahRedrumMistahRedrum Join Date: 2002-01-25 Member: 81Members
    For some reason it reminds me of a map on unreal tournament were you had to swim underwater and assault a base that was totally underwater. It had alot of computers and such like this. I like how it looks, its a twist on the current maps which seem darker yet it still has an abandoned feel to it. Nice work.
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    Zazi, but I'm curious: How are your r_speeds in this area?
    Biomechanoid, I think you're talking about Ekaj's marine spawn.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    hmmmm, maerkaba does it and suddenly everyone finds floor panels to remove =D

    its looking good. just one question, are we allowed to use SS2 textures in NS maps.
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    r_speeds in this area do not surpass four hundred.  Which is somewhat of a minor miracle.  hehe... As for using SS2 textures... We're allowed to use our current textures and all, as said in the textures faq or something like that in this this forum.  Besides.  Its just the door.  I also didn't rip it STRAIGHT from SS2.  I recreated it.  =D
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    the computers look a bit repetetive; at least the ones mounted on the wall. just a thought.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    Zazi, this is great work!  I just love your architecture and your lighting.

    Tycho - I can see where you would think they look repitive, but I dont think that they look out of place, ugly, or boring.

    I really enjoyed looking at these shots and cant wait for more.
  • HicksHicks Join Date: 2002-04-11 Member: 418Members
    love what you did to the resource node, the whole pulled up floor grating really makes it look plasuable for a node there.
  • biobrainbiobrain Join Date: 2002-02-18 Member: 224Members
    well. I like it, but it looks too much like the half-life normal life lab. You see, just the screen and the kayboard texture look mighty old, you should replace them with advanced lab equipment. But I think those lab or labalike textures started it, me thinks you need to replace them with something less plain.  <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->  just keep it from being plain
  • biobrainbiobrain Join Date: 2002-02-18 Member: 224Members
    well never mind my hostpitality, labs do look kool though. But there could be something in the open spaces
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    well, I must say that on the contrary of what others said, I -luh- your green holo-stuff.. made me sit there and go "man, thats so...right!" and feeling I want to copy it  for me own map <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->.

    one thing I remember from my own mapmaking, was when making a door, I never though about how it looks when the door opens.. say it will slide to the left.. and the wall is too short there.. the door comes out of the wall.. had to redo alot on one part then.. anyhow, I just came to think about that when I saw yer door..

    and those panels lyin there on the floor.. umm, there are two, but the top one is the same size as the hole.eh.. how does it work?.. am I missing something?

    also, that pit in the middle.. remove it, put something in the middle, say yet another frame-set.. then make a corner or so a little darker, with a slow slow flickering light.. that would rock, IMO that is.. the light just seems very...
    clean and such..

    your map though. =)
  • chalupamonkchalupamonk sky h4x0r Join Date: 2002-02-19 Member: 227Members, NS1 Playtester
    I really like the style in those pics, zazi.  Of course, I'm a fool for anything that reminds me of SS2.  The green grid screamed out 'biometric scanner' from SS2.  I like the open feel and cleanliness of the area.

    Something that just doesn't make sense, even though so many esteemed NS mappers fall victim to it: Why would anyone design a ship so that they would have to break away panels and grating just to get to a resource point?  Why are there resource points on a ship, anyway?
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    From the Mapping Guidelines:

    <b>These places (the nodes) emit goo that is used run and repair the ship. The goo that comes out of each one (the particles) is raw material needed for nanotech to operate (our writer Jeff has more detail coming). Treat the func_resources kind of like power outlets. The goo is "current" running through pipes around the ship and these are convenient outlets for that "power". Before the aliens arrived, the inhabitants could hook up machines to the nearest nozzle so they could operate.</b>
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    cool high-tech look, but i suggest working on the textures a bit more.  many just don't fit with eachother.  also, some different colors in the lighting may look good.
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