More widow
Zazi
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">
<img src="http://www.squareburst.net/images/Widow/shot04.jpg" border="0">
Comments
I liked some of the neon blue vertical trim parts and the small pipes up by the ceiling. Looking good.
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-->
Ah, a holographic bit, like in star trek. I had a similar idea when I saw that texture.
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.
:)
oh, yea, and align the grid on that pr0- er... holo viewer ;)
Biomechanoid, I think you're talking about Ekaj's marine spawn.
its looking good. just one question, are we allowed to use SS2 textures in NS maps.
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.
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. =)
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?
<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>