Ns_metal Going Good!

quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
edited June 2003 in Mapping Forum
<div class="IPBDescription">screens and teh report</div> ns_metal - metallic factory with noisy machines, metal melters and more.
First of all the map is progressing good and I am having lots of fun doing it and head full of ideas but I just need time to get in there to the editor/game. It´s something like 25% done with hallways, few lifts, doors, ladders, some detail, one hive room + few smaller rooms and marine start. Now I want some comments, constructive always helps me to think about it again and propably making it better so... here goes nothing.

First one is the marine start.

Comments

  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    This one is the cargo bay/storage area.
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    edited June 2003
    And the last one is the "surface acces lift" -hive. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • CrashCrash Join Date: 2002-11-01 Member: 3395Members, Constellation
    0o0o0o0o...sexeh <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Really good lighting, nice architecture, pretty good texturing. *thumbs up*

    Any layout yet?
  • NayNay Join Date: 2002-06-09 Member: 741Members
    I am assuming you are using env_gamma on ya map but what value, because it looks very nice looks like 2 maybe even 3 or less <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Keep up the good work.
  • OneEyedOneEyed Join Date: 2003-03-14 Member: 14493Members
    looks good!
    that last pic some of the textures dont exactly match. but it looks great!
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    Not a fan of how open the marine spawn in. Skulks have no chance of getting anywhere near the cc or any hiding places what so ever. Whilst you don't want to make it insanely vunerable to attack you do i think want the aliens the ability to get a presence within the spawn even if it's a hidden skulk in a rafters or short run from the entrance to the cc. As it stands now as i said i think it'll be a right pain in the arse.

    With the crates, would it kill you to use a few extra polies and not have the black part underneath it.

    The third image i like, has a good industrial feel and is reminescant of ns_nothing and feels like what i think a hive should feel like, dark and dank.
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    Looks very good and fits the metal industrial factory theme perfectly. Its hard to tell from thoes pictures but it looks like skulks will do very good in some places (that big box place) and very bad in others (Marine start) allthough it is hard to tell, and actualy making certain areas skulk friendly and others marine friendly might be an intresting element to the RTS aspect.
  • DecimatorDecimator Join Date: 2002-11-10 Member: 8057Members
    Just call it surface access lift. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    Short replies going to go soon.
    Layout is there but I dont want to show it yet.
    Gamma ramp was 1.6 or 1.7.
    Marine start is pretty huge but playtesting will tell how it plays (Maybe adding vent for balance if needed.) And the crates, wpoly is bit high already in the area so it won´t happen.

    Thanks for comments everyone.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Will there be a fast moving metal press for that clasic roadrunner and coyote scene?
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    what brightness is your lighting man coz that looks great <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited June 2003
    Hey, I love that marine spawn <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    In the cargo bay screenshot can't see much but well... I think I love this map too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    If you get this map as fun as rampage is, it'll get it's place on the map rotation on my server <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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