Excellent sdo far, but i suggest adding some infestation "Tendrils" to the hallway in the first new pic, (2 above this post), Having the ihve that exposed is just asking for an HMG in the membrane. Plus, adding some tendrils to thre right side, if spaced correctly, would give a good amout of coverage at range, ample skulk ambush nooks and crannes, and, if done correctly, shouldnt impede Onos movement.
EDIT
ERm, sorry, the position of the camera made me think the hive was more exposed than it is, statement retracted
Mr. Headcrab has been working on a model for me, its a top criminal in chryo sleep. Its still early works of the model and skinning is nowhere near complete. But tell me what you think. Also I have a custome resnode model which ill pimp off once Mr. Headcrab does the none rushed skin (he also did the res node). Heres the pic.
What was your general theme for this map? A prison?
If so you need to work a lot more on convincing the players they are running around a prison facility inasmuch as it could be <i>any</i> facility setting the way it looks now.
Yes, I saw the prison cells, but they aren't very convincing to me. And as a sidenote: Those bars, well, look at them, they look like classic steel prison bars, but they are hardly fitting for the rest of the map's setting and theme.
In general I see a lot of nice generic hallways. What would be even nicer is if you added some elements with another theme than "long seedy dark hallway". Yes, I know this is NS and that hallways are "mandatory", but that doesn't mean you can't fiddle some with the theme and surprise your viewers/players by adding "hallways with a twist". Or something.
What I am trying to say is that although it is looking like nice work-in-progress, there is nothing that makes me go "woah, can't wait to see *that* bit in-game". Know where I'm going with this?
<!--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 I am trying to say is that although it is looking like nice work-in-progress, there is nothing that makes me go "woah, can't wait to see *that* bit in-game". Know where I'm going with this? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> What about the lightning?
I don't think you understand where I was trying to go with this.
Oh well, can't save 'em all. Good luck with your map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Custom models make the world go round <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Looking nice, mano!
Small update, I've been occupied with waterpolo so I havent been able to work on it for a while. Heres what I did today, nothing much. The dark area on the top is a nice hiding place for skulks.
Not sure about the red lights along the wall in the marine spawn, try making them a little orange and that door is crying out for a doorframe.
I like the spooky hallway, I think i'd line up join in the upper wall texture with where the supports touch it (so it looks like the support passes through an opening in the wall surface).
I've seen the new lighting in the screenshots thread, it works for me. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Ruby, I think that's the space skybox showing through outside the door.
be sure to add particle fog to that hallway, dude! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Only words of advice are: 1. The MS looks far too busy and colourful. Not very apealling compared to the rest of the map. 2. To give it a more realistic feel, try adding more relaistic rooms that would be found in accual prisons. 3. Most of the prison doors should be open/destroyed to allow access to the rooms (might help with skulks ambush nooks) 4. Try to avoid supper long Hallways, they cause balance issues. 5. You havent mentioned any weldables/vent systems, these definately should be added.
Comments
please note that these last 2 pics are very early, please give ideas.
EDIT
ERm, sorry, the position of the camera made me think the hive was more exposed than it is, statement retracted
Heres the pic.
If so you need to work a lot more on convincing the players they are running around a prison facility inasmuch as it could be <i>any</i> facility setting the way it looks now.
Yes, I saw the prison cells, but they aren't very convincing to me. And as a sidenote: Those bars, well, look at them, they look like classic steel prison bars, but they are hardly fitting for the rest of the map's setting and theme.
In general I see a lot of nice generic hallways. What would be even nicer is if you added some elements with another theme than "long seedy dark hallway". Yes, I know this is NS and that hallways are "mandatory", but that doesn't mean you can't fiddle some with the theme and surprise your viewers/players by adding "hallways with a twist". Or something.
What I am trying to say is that although it is looking like nice work-in-progress, there is nothing that makes me go "woah, can't wait to see *that* bit in-game". Know where I'm going with this?
What about the lightning?
Oh well, can't save 'em all. Good luck with your map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Looking nice, mano!
P.S. tall guy didn't tell me to say any of that, i swear. Now where's my cookie Tall Guy!
I like the spooky hallway, I think i'd line up join in the upper wall texture with where the supports touch it (so it looks like the support passes through an opening in the wall surface).
In that last screenie is that rain? Because if it is, I think snow might look a bit better for the exterior parts of the map... just a thought.
great work otherwise!
Ruby, I think that's the space skybox showing through outside the door.
Only words of advice are:
1. The MS looks far too busy and colourful. Not very apealling compared to the rest of the map.
2. To give it a more realistic feel, try adding more relaistic rooms that would be found in accual prisons.
3. Most of the prison doors should be open/destroyed to allow access to the rooms (might help with skulks ambush nooks)
4. Try to avoid supper long Hallways, they cause balance issues.
5. You havent mentioned any weldables/vent systems, these definately should be added.
Nice work! keep it up!