Ns_(noname)

KeiKei Join Date: 2003-08-01 Member: 18689Members
<div class="IPBDescription">Suggestions needed :P</div> Alright, here are screens from the map that I'm working on. Note - I have NO idea where it's going from here, even though I know that I really really need to work out a floorplan. And contrast correction. And lighting. And archetecture... and pretty much everything, which is why I could use some suggestions.

Onward to screenage!

Screen1: There will be a res node in the middle of this room. There is a door on the right (looks the same as the door on the left, but isn't closed) that leads to...
<img src='http://ian.gerdesdesign.com/stuff/ns_noname1.jpg' border='0' alt='user posted image'>
...Screen2! Which is just a really ugly little pipe section / Onos-blocker. Not sure where it will lead yet.
<img src='http://ian.gerdesdesign.com/stuff/ns_noname2.jpg' border='0' alt='user posted image'>
Screen3, which connects to Screen1, but in a slightly complicated way. My Diagonal elevator lift, which I had finished back in the 1.X days. I'll try to get a better picture of the elevator / lift itself, as you can't see any of it in this screen.
<img src='http://ian.gerdesdesign.com/stuff/ns_noname3.jpg' border='0' alt='user posted image'>

I know they don't show off as much as I'd like to, sorry about that.

Also - does anybody know what the default button (black planel with red / blue buttons and dial) noise is?

Anyway, please comment / criticize / tell me what to change and maybe how to change it.

-Kei

Comments

  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    needs darkness i a serious way. but mebe its jsut this sectioin of map.
    but yeah other than that looks pretty ncie. personally i would tone the colors down but i have colors so yeah. b&w>all
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Agreed it does look bright (reminds me of the old caged's marine spawn). Making lots of disconnected, cool looking rooms and bolting them together later is a valid way of working (although it has it's own problems), the 'globular' style this produces seems to be somthing Flayra likes (look at bast and lost). A word to the wise, Hera used to have a diagonal lift, but internet lag killed it.
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