Help meh!
Jessica
Join Date: 2002-06-19 Member: 799Members
<div class="IPBDescription">/me runs around screaming</div>Well I'm sorta like a noob mapper and well I dunno what to add and to the image below and well /me runs around screaming <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> i have no idea what it would look like and those bars coming down i want it to look different just dunno how to make it cause i want a little light in that thing somewhere " KFS WHERE ARE YOU WHEN I NEED YOU?? "
<img src="http://dominate3.clanpages.com/images/untitled.jpg" border="0">
<img src="http://dominate3.clanpages.com/images/untitled.jpg" border="0">
Comments
Also, that texture... looks like drywall or something, so unless you're not mapping for NS, I'd try something different. (If this is just an excercise in archetecture, ignore that).
Maybe add spikes, or little doo-dads, or wires too. Or pipes. Or all of them. (Wires would be a wire texture on one surface of a brush, the others removed).
As Molecular said, maybe you should try using the ns.wad textures. The <a href="http://www.valve-erc.com" target="_blank">Valve Editing Resource Center</a> has a LOAD of tutorials for newbs to mapping. Good luck in the future Jessica, keep it up, and don't give up. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
While I understand that you're apparently just testing out geometry, architecture, whatever... It might also be a good time to learn how much textures can add to an area. You can make even the most structurally lacking room look good with clever texture use. Not relying on brushes 100% for detail is a good practice with a lowend engine like HL's. I suggest playing around with textures some more. Especially the ones in the ns.wad. Just experiment with different combinations or whatever if nothing else. You'll learn a lot. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
no really , the interface is alot easier, ahs lots of build in features that make things easier for you, the mapper, i fell in love with quark and i'm gonna stick with it d:)
(plz dont let this turn into a quark vs WC (teh hammer now i spose) thread like on every other mapping forum ever created, everyone has their own preferences)
The good thing is that I could see that working as a part of an NS map with the right textures applied. Those grills in the side of the corridor could make good vent connections for alien-only routes, and the girder/supports would look just right with some of the thicker trim textures that the NS.wad has.
<img src="http://dominate3.clanpages.com/images/crapfac0002.jpg" border="0">
Anyway, I think the NS textures add to the style of the piece nicely. Perhaps more variation in color would be in order, but it's up to you how you choose to design an area of your map. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Oh, and where are your lights coming from? I see some kind of groove or slit in the cieling that seems to be producing the light, but I can't be sure.
Ya i Put blue lights and a normal colour light in the middle of the block pretty cool looking i thought and geocities wont show the image <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo--> i gotta find a new place to upload