Ns_omdi
Supernorn
Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
<div class="IPBDescription">info and nice screenies!</div> <b>EDIT: screens 1 2 and 3 are old! do not comment on them! please SCROLL down to the bottom of the page for the sexhy pics...</b>
hey, this is the currently incomplete ready room of my first ever map, ns_omdi. What kind of crummy name is that you ask? well it stands for:
>on-site
>mountain
>drilling
>installation
and where there are mountains, there is...um..snow and stuff. So its a snow map. At the moment its just part of the ready room, but i plan to work hard at it, and see what it evolves into. Stay tuned. If you like or hate the way the map looks from the screenies, please post and say so because i'd like some views on it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<b>OLD</b> Ready Room screenies:
1) Teleport points (this is where you will spawn in)
hey, this is the currently incomplete ready room of my first ever map, ns_omdi. What kind of crummy name is that you ask? well it stands for:
>on-site
>mountain
>drilling
>installation
and where there are mountains, there is...um..snow and stuff. So its a snow map. At the moment its just part of the ready room, but i plan to work hard at it, and see what it evolves into. Stay tuned. If you like or hate the way the map looks from the screenies, please post and say so because i'd like some views on it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<b>OLD</b> Ready Room screenies:
1) Teleport points (this is where you will spawn in)
Comments
I think you should consider adding some more interesting architectural details... pillars, vents, panels, sidings... anything.
no hard feelings <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
no hard feelings <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
How delicately you put that. I really admire you.
Imo that looks like a nice map, just a little more architecture.
I really like what you've done with the floor actually, adds a lot of depth - but on the sides, where the wall meets the grating, it would look a lot nicer if you added some sort of trim. If you look at a lot of official NS maps, you'll notice that there aren't that many places where a single texture is repeated for very far over the same wall. You've actually already got a bit of this going with the holes for the spawn portals, and with the screens, but remember that 800 wpolies can be quite a lot, especially when you're working in small hallways that will block VIS really well. Don't be afraid to add more detail, just break everything up a lot more.
But from what I can see from the pics. It looks like alot of grating, and it looks really square.
Try experimating with dirrent colors (Colors make most of the map).
Dont make it so square... (I know its hard when using hammer)
How about som,e bigger rooms and support-beams?
no hard feelings <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Thats really constructive.
Keep those comments to yourself next time.
And BTW, why havent I ssen any of your so elite-maps yet (since you seem to know everything).
thanks for the input. Here are the changes:
1: made ceiling higher, and sloped it to make it look "cool"
2: added slopes to both sides of each teleporter unit
3: added crates with some subtle red backlighting
4: added a ladder to access crate storage space, neat for hide and seek in the RR, and adds some detail <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
5:slanted the green "system alert" monitor, so it looks broken. Planing to add wires behind it, later on.
6:Added an in-accessable ventilation shaft in the ceiling.
it seems to of made things better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
keep them coming <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
here are a few screenies.
You're certainly getting the hang of things, the lighting behind those crates is pretty cool looking, and adding the slope on the roof and support beams really broke it up. Keep at it, for sure.
anyway, i like the lighting effect you've got by those boxes, your texturing is good...
you could prolly use some ENV_ stuff in there... but it's only the ready room...
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Bow to my ASCII art! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
You could also add some particle effects to the top of the ridge to simulate snow being blown off it. Use this idea in any way you can.
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Bow to my ASCII art! <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
You could also add some particle effects to the top of the ridge to simulate snow being blown off it. Use this idea in any way you can. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
that may work, but id really like to add some cool snowstorm effects when 1.1 is out and the particle system is fixed. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
thanks for the input everyone.
EDIT: i attempted a search, but couldnt find anything on crinity's skyboxes. can you provide a link?
added a red light and wires behind the broken computer
added a wall with a set of wires behind it across the top of the teleporters.
re-textured the slopes.
fixed some mis-aligned textures
enjoy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
i hope to enhance the map a bit more still, and maybe stop using so much red light. lol
- hole behind computer screen now has a blue light entity instead of a red one, and it flickers. Gives a nice effect <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
- removed wall of wires from top of teleporters as it would not light correctly.
- added a ladder and a crate at the opposite end of the hallway.
-continued to adjust and fix mis-aligned textures.
here is the hallway now. It still looks a bit empty, any suggestions?
jpeg compression has made the floor look dark at the end of the pic. In-game it is red. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
/me pops boner
keep the suggestions coming, i value them <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
-edit- mountain and mining right? maybe have marines weld a machine that opens another way into a hive, and if the weld breaks the entrance is closed to marines, but not skulks. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> (func_wall_toggle and some shaking/explosions with particles thown in for good measure?)
but we shall see...