<img src='http://www.terminus-discord.com/~mouse/ns_hydrosity0061.jpg' border='0' alt='user posted image' /> (now did you ever think you'd be able to read those signs? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
<img src='http://www.terminus-discord.com/~mouse/ns_hydrosity0070.jpg' border='0' alt='user posted image' /> (amazing what a new splash sprite can do, no?)
Iv said it before and il say it again, im in love with this map. Looks very fresh and different especially with the remix textures. Whats the progress on it confused? <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
That's something different confused.. Looks very good tho <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Same thing goes for ares <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Wow, it's been a while since I've posted here, so many cool looking maps have been posted since then... so little download bandwidth. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> Well, anyway, I was feeling creative or somthing. I dunno, after watching the doom3 vids while waiting for STEAM to spring back to life I made this:
<b>Shoot_me:</b> Nice work on those pipes. The first pic (of the corridor) has a nice atmospheric feel to it, but it feels empty - maybe try putting in some kind of cover for skulks?
<b>Nz-Nexus:</b> Not bad, not bad at all. The lighting does look a tad bland, though.
Thanks for the input. I probably should put in some cover for the skulks. I was thinking of making this particular hallway very open since it's near the marine spawn. Though, I am working on a pathway that will allow all the small aliens to bypass the open hallway, but not the bigger ones like the fades and onos. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->
Shoot_me: I agree with Ron2k, the hallways seem empty. My suggestion would be some angled supports that run along one wall. Big enough, and well spaced, so that anything in game can use it as cover, but enough of them to break up any monotony that may exist. I like the broken lights, always a good way to produce atmospheric lighting without making it look like people of the future like to work in the dark. Also change the ceiling or floor texture on the third shot. Both being the same texture makes it look dull and repetitive. Possibly try and open up the ceiling more as well (unless this is a vent, hard to judge scale from these shots). Other than that it looks good.
Nexus: I don't really care for the ramp in that shot on the top left. It looks too steep to actually be useful in an everyday environment. Honestly it looks like something that would never pass fire code when the ship was being built. (can you imagine trying to run DOWN a ramp like that in real life?) I'd suggest replacing it with a lift if you can. Other than that the support in the bottom left shot seems to reach a little too far out for it's size. Either pull it in a bit or make the places where it connects to the wall bigger. It just seems like a thin beam to be reaching so far. Overall it looks good though, keep it up.
I have decided to make my map for combat, because a) I wont have much time after the summer break and b) I'm really lazy. Sorry to you co-haters <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
A few people have commented on how blue it all is, so im going to try and ease up on the blue with the other areas of the map so that it doesnt become too repetative <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
There will be 2 vent access points on the roof by the pipes in that 2nd screeshot.
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> Go Kal! Though I personally think the Comm Chair is a little high up? Maybe? A teensy-weensy bit? Hmm?
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited August 2004
Look at all the curves and sexy lighting Kalessin, to bad this is going to be combat since I dont play it... I dont hate co its just that dont love it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Co is nice when you don't want to think, or if you want to work on your technique. Personally I enjoy co, because I can practice my skulkish 1337ness. Or practice the skulkish shooting range as a Rine. All limits are according to normal CS, minus the res factor and comm factor, and I Think you can add 2 hives if you want. It's the map maker's choice from my understanding.
I'm working on a map right now, after I make it look nicer I'll put some screenies up (I'm a noobish map maker, so be nice)
Well, one good thing about a CO map is that you can release it, get a bunch of feedback, make changes, add two hives and have an NS map. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Comments
(but my mapping still sucks)
<img src='http://kabelen.freeunixhost.com/pictures/ns_awake/ns_awake1.jpg' border='0' alt='user posted image' />
Also. Check my sig, more images in the thread.
<img src='http://www.terminus-discord.com/~mouse/ns_hydrosity0061.jpg' border='0' alt='user posted image' />
(now did you ever think you'd be able to read those signs? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
<img src='http://www.terminus-discord.com/~mouse/ns_hydrosity0062.jpg' border='0' alt='user posted image' />
<img src='http://www.terminus-discord.com/~mouse/ns_hydrosity0063.jpg' border='0' alt='user posted image' />
<img src='http://www.terminus-discord.com/~mouse/ns_hydrosity0064.jpg' border='0' alt='user posted image' />
<img src='http://www.terminus-discord.com/~mouse/ns_hydrosity0065.jpg' border='0' alt='user posted image' />
<img src='http://www.terminus-discord.com/~mouse/ns_hydrosity0066.jpg' border='0' alt='user posted image' />
<img src='http://www.terminus-discord.com/~mouse/ns_hydrosity0070.jpg' border='0' alt='user posted image' />
(amazing what a new splash sprite can do, no?)
<img src='http://www.freewebs.com/nznexus/gendonexus.JPG' border='0' alt='user posted image' />
what do you think about it?
<img src='http://bruteforce.shatteredminds.net/co_ares_build20025.jpg' border='0' alt='user posted image' />
*Must get bitten by a genetically-engineered spider...*
<img src='http://maps.confusionville.net/ns_richmond_a9b01.jpg' border='0' alt='user posted image' />
<img src='http://maps.confusionville.net/ns_richmond_a9b20.jpg' border='0' alt='user posted image' />
<img src='http://maps.confusionville.net/ns_richmond_a9b14.jpg' border='0' alt='user posted image' />
<img src='http://maps.confusionville.net/ns_richmond_a9b12.jpg' border='0' alt='user posted image' />
any critiscm is welcome.
when will it be done?
Same thing goes for ares <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<img src='http://www.aybnetwork.com/gallery/pipes_1.jpg' border='0' alt='user posted image' />
<img src='http://www.aybnetwork.com/gallery/pipes_2.jpg' border='0' alt='user posted image' />
<img src='http://www.aybnetwork.com/gallery/pipes_3.jpg' border='0' alt='user posted image' />
I just figured out how to finally align textures "juuussstttt so" in QuArK with angled pipes.
<b>Nz-Nexus:</b> Not bad, not bad at all. The lighting does look a tad bland, though.
Nexus: I don't really care for the ramp in that shot on the top left. It looks too steep to actually be useful in an everyday environment. Honestly it looks like something that would never pass fire code when the ship was being built. (can you imagine trying to run DOWN a ramp like that in real life?) I'd suggest replacing it with a lift if you can. Other than that the support in the bottom left shot seems to reach a little too far out for it's size. Either pull it in a bit or make the places where it connects to the wall bigger. It just seems like a thin beam to be reaching so far. Overall it looks good though, keep it up.
<img src='http://www.aybnetwork.com/gallery/pipes_4.jpg' border='0' alt='user posted image' />
<img src='http://www.aybnetwork.com/gallery/pipes_5.jpg' border='0' alt='user posted image' />
_____________
Here is my marine start:
<img src='http://andrew.bennett21.users.btopenworld.com/pab/items/smsorph2.JPG' border='0' alt='user posted image' />
<img src='http://andrew.bennett21.users.btopenworld.com/pab/items/smsorph3.JPG' border='0' alt='user posted image' />
I have decided to make my map for combat, because a) I wont have much time after the summer break and b) I'm really lazy. Sorry to you co-haters <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
A few people have commented on how blue it all is, so im going to try and ease up on the blue with the other areas of the map so that it doesnt become too repetative <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
There will be 2 vent access points on the roof by the pipes in that 2nd screeshot.
Personally I enjoy co, because I can practice my skulkish 1337ness. Or practice the skulkish shooting range as a Rine.
All limits are according to normal CS, minus the res factor and comm factor, and I Think you can add 2 hives if you want. It's the map maker's choice from my understanding.
I'm working on a map right now, after I make it look nicer I'll put some screenies up (I'm a noobish map maker, so be nice)
screeny from my <a href='http://www.halflifechess.com/' target='_blank'>HalfLifeChess</a> map