Ns_impunity

IntegrateIntegrate Join Date: 2002-02-22 Member: 236Members
sorry for my absence.  i offer no excuses.  I regret missing the submission deadline but i'm not giving up on the map.  more media next compile  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

accessway to main command center
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Comments

  • IntegrateIntegrate Join Date: 2002-02-22 Member: 236Members
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    omg integrate, you havn't talked on the forums for like 5 months, glad your still alive, and your map is looking awesome!
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I <i>love</i> the contrast in your map here, Integrate. The only thing that really jumps out at me as "criticism worthy" is that you should maybe try to break up the repetativeness of the second shot there by turning one or two of those lights near the ground off. Just looks a bit akward with a steady stream of light.

    Looks great!



    <!--EDIT|ken20banks|July 01 2002,18:46-->
  • MaNtiSMaNtiS Join Date: 2002-07-01 Member: 857Members
    Well I think it looks great. Maybe this could be another idea but you could maybe have some alien infestation going on there? Like you know things breaking apart lights going out(sparks always look great) ect, that could be a nice possiblility. Other then that thought it looks very promising, good job!  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • BIGman10inBIGman10in Join Date: 2002-05-15 Member: 618Members
    WOW! in your 2nd pic its just amazeing, i meen WOW! its freekin awsome. Very nice job.
             <!--emo&:pudgy:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/pudgy.gif" border="0" valign="absmiddle" alt=':pudgy:'><!--endemo-->    
    <!--emo&:bob:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/bob.gif" border="0" valign="absmiddle" alt=':bob:'><!--endemo-->   <!--emo&:asrifle:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/asrifle.gif" border="0" valign="absmiddle" alt=':asrifle:'><!--endemo-->   <!--emo&:tiny:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tiny.gif" border="0" valign="absmiddle" alt=':tiny:'><!--endemo-->
  • IntegrateIntegrate Join Date: 2002-02-22 Member: 236Members
    ken: thats a great idea, will do, thanks alot
    mantis: this is the marine sector, alien infestation will be a-plenty =)
    thanks for all your suggestions, keep em coming

    some more areas:

    maintenance access to marine corridor
  • IntegrateIntegrate Join Date: 2002-02-22 Member: 236Members
  • IntegrateIntegrate Join Date: 2002-02-22 Member: 236Members
    secondary control center
  • IntegrateIntegrate Join Date: 2002-02-22 Member: 236Members
    secondary access to primary command center
  • KidzeldaKidzelda Join Date: 2002-06-25 Member: 819Members
    SWEET!That's just...Wow.Damn.Uhh... holy hell. <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->
    Just...nice.

    (as you can tell, I'm at a loss of words <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> )
  • MaNtiSMaNtiS Join Date: 2002-07-01 Member: 857Members
    Holy smokes good stuff! <------- Loves it!!

    In that first pic(with your new post) is there steam comming out of the pipes or drips, either will add a very nice effect. Very good work once again and make sure you have the right sounds to make it just perfect! Keep it up I want more <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    i like it, infact i'd say i love it, but it just degrades my maps <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->

    one bit of a suggestion is that in the broken door, try to make it feel more froken, i know its hard (i've tried) but carving with triangles jsut doesnt cut it
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    looking really good, amybe do what was suggested and turn off a few of those lights, but its looking awesome

    (now a flame, just saying that its annoying how a lot of people are so happy with the new NS emoticon thingies that they feel they need to put at least 4 in every post, its getting kinda annoying)  <!--emo&:bob:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/bob.gif" border="0" valign="absmiddle" alt=':bob:'><!--endemo-->  <!--emo&:turret:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/turret.gif" border="0" valign="absmiddle" alt=':turret:'><!--endemo-->  <!--emo&:tiny:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tiny.gif" border="0" valign="absmiddle" alt=':tiny:'><!--endemo-->  <!--emo&:siege:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/siege.gif" border="0" valign="absmiddle" alt=':siege:'><!--endemo-->
  • CyonProCyonPro Join Date: 2002-02-02 Member: 154Members
    What <!--emo&:asrifle:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/asrifle.gif" border="0" valign="absmiddle" alt=':asrifle:'><!--endemo--> are you <!--emo&:siege:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/siege.gif" border="0" valign="absmiddle" alt=':siege:'><!--endemo--> talking <!--emo&:tiny:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tiny.gif" border="0" valign="absmiddle" alt=':tiny:'><!--endemo--> about?

    (Actually, I don't think I've ever used them before just now; an occasional smiley is enough for me.)
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    incredible shots , i would change that texture with the green dots in that last shot, it still seems strange to me s:)
  • CyonProCyonPro Join Date: 2002-02-02 Member: 154Members
    The only green I see in the last shot is the window on that busted door...

    Pie confuses me.

    Anyway, Integrate, I don't think I've said this yet, but great job so far. If this plays as well as it looks, it should.... um.... play really damn well <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    brrr i meant the shot before the last one s:)
    Cyon: bah
  • IntegrateIntegrate Join Date: 2002-02-22 Member: 236Members
    the door is busted like that because all four pieces can be welded off, you only need to weld one off to pass thru though =)

    i don't really like that teal light texture either but i'll leave it there for now until i make my own texture for that.

    here's a rough map I made of the layout, it's missing all the vents and its not meant to be identical to the actual shape of the rooms/map.  it's just for me to get a rough idea of what to put where.
  • CyonProCyonPro Join Date: 2002-02-02 Member: 154Members
    <!--QuoteBegin--Integrate+July 02 2002,11:55--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Integrate @ July 02 2002,11:55)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->1. the door is busted like that because all four pieces can be welded off, you only need to weld one off to pass thru though =)

    2. i don't really like that teal light texture either but i'll leave it there for now until i make my own texture for that.

    3. here's a rough map I made of the layout, it's missing all the vents and its not meant to be identical to the actual shape of the rooms/map.  it's just for me to get a rough idea of what to put where.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    In reply to part 1:
    I wasn't complaining about the door, just mentioning it for Interfector's sake. The way you have it set up as a multi-part weldable sounds cool, too.

    In reply to part 2:
    Just a suggestion, but I like the teal color, tho the circles dont seem right; maybe you could make/find a texture that has a square gridwork of lights or something, or one that actually fits that specific opening.

    In reply to part 3: Layout looks good; it makes me wonder if my layout is too big <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    It looks like your command station is quite a long ways off from the marine spawn (assuming the control center is the cc).  Try to get it closer, if not in, the marine spawn.
  • CyonProCyonPro Join Date: 2002-02-02 Member: 154Members
    <!--QuoteBegin--SentrySteve+July 02 2002,13:21--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (SentrySteve @ July 02 2002,13:21)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->It looks like your command station is quite a long ways off from the marine spawn (assuming the control center is the cc).  Try to get it closer, if not in, the marine spawn.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I may be mistaken, but I think those are just areas called "Command Center". I'd guess that he plopped the CC somewhere in near the landing pad.
  • IntegrateIntegrate Join Date: 2002-02-22 Member: 236Members
    thats a good point about the command module, the main one that you start out will probably be in the loading bay which is pretty well defendable until later in the game *hint* =)

    the command center rooms are the actual station-management areas on the base.  they contain resource nozzles

    primary command center:
  • IntegrateIntegrate Join Date: 2002-02-22 Member: 236Members
    2nd shot from elevated area of command center:
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    its damn nice, it looks really good and the layout is cool too
  • IntegrateIntegrate Join Date: 2002-02-22 Member: 236Members
    2ndary access way to main station command center
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    Really great looking map.  Keep it up <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    oh   i see, so the cc is near the bay?
    where marines spawn rite?
  • IntegrateIntegrate Join Date: 2002-02-22 Member: 236Members
    yup, the cc will be very close to the marine spawn point

    here's the background story for ns_impunity:

    <!--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-->
    Station 0234 codename “IMPUNITY”, a TSA fringe base on the outer rim of Omega Epsilon sector, failed to relay its bimonthly status report to HQ due last week.  3 days ago, the station's location beacon went offline. This, as you know, is highly suspicious behavior since it is imperative according to TSA regulation that location beacons are functional and on at all times in case of emergency.  Our repeated communication attempts went unanswered and we have received no signals from the station since that point.  You and your men will be transported via the TSA Monolith to Omega Epsilon sector. There, an Alpha-class TSA dropship will bring you to Station Impunity.  Board the station with your Marines and conduct full infrastructure, personnel, equipment, station-integrity checks.  Due to recent infestation anomalies reported on outskirt bases and ships, you will be given full personnel-level firepower. You are operating under wartime rules of engagement. Watch your head and maintain control of the situation at all times. This mission will proceed at 0900. Good luck and godspeed.

    End briefing.
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
  • Silencer9Silencer9 Candidate for B.Sc. Join Date: 2003-08-05 Member: 18967Members, Reinforced - Shadow
    SORRY!
    But i do not see any screenshots!
    Everyone is talking good about the map!
    But i currently can't tell you anything!
    :/
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Maybe because they are all attached images from July <b>2002</b>?
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