Ns_lava Pits X

amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
<div class="IPBDescription">amckerns Next Map</div> hey all, i started working on this map after getig some ideas from a thread about a big lava section in the middle of the map - the name comes from the MechWarrior 3 custom map, lavapitsx - where you needed lots of heat sinks

any ways here are some screens to look at, please comment on the map as well

amckern

<!--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-->Early Shot of the lava pit<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

Comments

  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    <!--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-->Hammer editor shot of one of the halls and a vent access <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    <!--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-->More complet shot of the lava pit - showing the top level door<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    <!--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-->A tipcal hallway - though this one shows a ramp - it also shows the vent acess, blocked by a brakable vent duct<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    <!--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-->The room room that should be locked down - the lift from hive 2, and the vent to hive 1 are both in this room <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    <!--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-->Early shot of Hive 2 <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    <!--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-->Early shot of Hive 1 - though hive 1 will not change much from what you see here now<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    Hm. Too open... too much empty space. Either make the rooms smaller, or fill the rooms with more stuff... pillars and such. Either way would be acceptable.

    For the lava-room, you could just decrease the space between the upper walkway and the thing in the middle. I think that would work... esspecially if you also added a bunch of other archetecture.
  • JammerJammer Join Date: 2002-06-03 Member: 728Members, Constellation
    The textures repeat a lot. If you can recognize a pattern in 'random' walls (like hive walls) then you need to add more variety to the shots.
  • erendorerendor Join Date: 2003-02-06 Member: 13180Members
    edited May 2003
    amckern, how many new maps/ideas have you had in the last few days? I'd say 1 idea, and probably 2-3 maps. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> It makes very little sense. I can understand dropping something if its not worth it, but you've dropped alot.

    Edit: Plus, you stole my idea:| that was <b>my</b> thread! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    <!--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-->I can understand dropping something if its not worth it, but you've dropped alot.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    meh, the textures repeat a whole lot, and that's bad. Also, the architecture is totally basic. I'd spruce it up a LOT. You need more pillars, depressed walls, and other areas of architectural interest.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    its a start though

    amckern
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    1) You need to put a lot more detail into your maps to break up the boring walls and floors.

    2) Your lighting lacks any kind of contrast.

    3) Your dimensions look a bit strange in the lava room.

    4) The infestation in the hive should be set to rendermode 'Solid' rather than 'Additive'.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    edited May 2003
    Too many tiled textures, but at the very least you didn't tile canyon wall and make the map look like total arse, I suppose.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    If it just LOOKED like the Mech Warrior 3 map... but this is really too basic. You have not worked out a layout before hand, right? Get some pillars and ramps and crates and hooks and windows and ...pipes into your rooms. We all have 500 Mhz+ PCs... we can afford to render some detail <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Ok, well, i'm going to assume that by stating things like "early shot of X" and such that you are not finished with these areas. I agree that you do need some more detail. Also the shot of
    <!--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-->A tipcal hallway - though this one shows a ramp - it also shows the vent acess, blocked by a brakable vent duct<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    looks very strange to me. I think you should change the cover for that vent... the texture looks just like the cage-type-piece right in front of it. It really makes the other piece's texture looked scaled up. (which it is, although that's not necessarily bad) <dons flame retardant clothing>

    The lighting I won't really comment on, as none of the rooms have enough IN them to really set a mood, so i'm sure you'll work on the lighting as you go. All in all these are good starts. Other people have made some better suggestions than I about what to work on here, I just wanted to chip in and say that it does look like it's coming along.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    the third hive is probley th best i have done yet then

    Its nice and dark - it also has a nice mode, and has some basic - but revelent brush work

    I also took the infestion texters to a soild, and they have become better.

    the second hive is just to big - i have made it big to have a staduim style cat walk, but now the cat walk style is just out of place

    the second hive will be geting smaller, and posibly moving

    what hight do you need commander view to be at to still hear soilder radio commands

    i have it at 2000 at the moment, but can't here any calls on there radio

    amckern
  • bassisthellbassisthell Join Date: 2003-06-03 Member: 16973Members
    its rubbish, no way nere as good as cookiecooks ns_overloard
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    edited June 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-->what hight do you need commander view to be at to still hear soilder radio commands

    i have it at 2000 at the moment, but can't here any calls on there radio<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    mines only at 512... and thats HIGH
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    wonder what the map should be like. cant imagine. if its like siege... you will not get my vote.
    try something more complex. and btw: where is the lava? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    in some vats, i think the name is missleading now (more of a gimic)

    ok, play testing is almost done - the map will be up on ns05.ozforces.com from the 12 for public play testing as well
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