First 'real' Attempt And Ns Mapping

TrojanTrojan Join Date: 2002-11-02 Member: 4611Members
<div class="IPBDescription">and most mapping in general</div> <a href='http://lar.deathnet.net/images/map/map1.jpg' target='_blank'>img1</a>
<a href='http://lar.deathnet.net/images/map/map2.jpg' target='_blank'>img2</a>
<a href='http://lar.deathnet.net/images/map/map3.jpg' target='_blank'>img3</a>
<a href='http://lar.deathnet.net/images/map/map4.jpg' target='_blank'>img4</a>


The hallway (first) is still under works, in grating about theres a mass of pipes and the such, but I cant get the lighting right without it look too forced <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->


and oh, ignore most of the lighting for now <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> Its still under works. Incase you were wondering, that first room was inspired by Fams isometric <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> Ideas/suggests/taunts?

Comments

  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    edited August 2003
    Not bad. The third pic is definitely my favorite, since there's the most going on in that one.

    Overall, everything looks a bit too empty and plain. The floors are flat and open, the ceiling seems to be one large single face, and the walls, for the most part, are straight vertical. I see you have supports in some parts of the wall--make them come out from the wall. Throw in some contrast in textures as well as some trims, too, as that could help to break up some of the more monotonous stretches. Try making your walls into less of "walls", and more of "environmental objects that make up walls"--look at maps such as Bast and Nothing for examples.

    And in the first pic, I feel a bit of cover is in order for the poor skulks.

    I know you said to disregard the lighting, but don't be afraid to use some real colored lighting, not *just* small accents.

    But really, I feel you have a definite start here, it just needs a bit more detail.

    *edit* And I should point out that the logo texture used on the back wall in pic 2 was created to be used solely in Eclipse, and no where else.
  • SmithySmithy Join Date: 2003-01-14 Member: 12277Members
    Looks cool m8, maybe lacking abit of detail but I like the way theres a nice open space with small area's around it. I hate maps that are just bif all over... Really ruin's the game if your a skull.

    Idea's:

    Img1: Maybe a vent above that corridoor? The skull's will just be blasted by the time they get to the end of that so giving them a vent to get in would be cool and abit less marine-based.

    Img2: Link a vent in the roof to a vent to that corridoor maybe? erm... What about a flickering light in the black corner (left hand side).

    Img3: That looks excellent but that corner still looks a little too dark. I know its good for skull's hiding but you gotta think about the ... wait ... Before I say anymore... How about a small vent in that corner right at the bottom? Forgot my flickering light idea. A vent in the dark.... Sound's nice and sneeky.

    Img4: The entire room is dark then BOOM... green? It looks a little odd to me. The rez nozzle always looks REALLY bare... wall's around it will a big room... hmm... How about a bottom door down there to the right (on the picture) of the rez nozzle leading to another room/corridoor.


    Well Im all out of idea's! Good luck!
  • aegixaegix Join Date: 2002-08-31 Member: 1256Members, NS1 Playtester
    The raised area at the top of the stairs doesn't look like it could fit an onos.
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    Hmm, it looks scarily like <a href='http://www.box7.co.uk/ns/honour1.gif' target='_blank'>this piece</a> I did a while ago. Its very nice. One thing I would suggest is to break up the floor with a few pathways or panels. Also, put some girders or detail into the ceiling, its a bit flat at the moment. Other than that, its looking good. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • TrojanTrojan Join Date: 2002-11-02 Member: 4611Members
    <!--QuoteBegin--Fam+Aug 17 2003, 11:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fam @ Aug 17 2003, 11:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hmm, it looks scarily like <a href='http://www.box7.co.uk/ns/honour1.gif' target='_blank'>this piece</a> I did a while ago. Its very nice. One thing I would suggest is to break up the floor with a few pathways or panels. Also, put some girders or detail into the ceiling, its a bit flat at the moment. Other than that, its looking good. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It looks scarily like it because, as I said, it <i>was</i> based off that room <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    The ceiling, right now, is the hardest to put detail into. Its hard to add anything without it looking like I <i>tried</i> to put detail into it, rather than it actually <i>having</i> detail, if that makes any sense. You know, say, details on a ship aren't there so that it looks bland, they are there to help make the thing not fall apart <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->


    The logo, yeah, I know its only for eclipse, I was planning to make my own and throw it there, that logo was just to get a feel for it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    The green is from another room that is faaar from being anywhere near completed, and it just shows through the windows (which aren't there yet <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> )


    Ill up the lighting and show the same images so you can better see whats going on
  • TrojanTrojan Join Date: 2002-11-02 Member: 4611Members
    edited August 2003
    Updated, with more light now (not great, but to give a greater <a href='http://lar.deathnet.net/images/map/map-light.jpg' target='_blank'>idea</a>)

    <a href='http://lar.deathnet.net/images/map/map_hall1.jpg' target='_blank'>New hall</a>, not much different, but a little more nicer.
    <a href='http://lar.deathnet.net/images/map/resnode1.jpg' target='_blank'>New res node,</a> less 'boring', I hope <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Finally, <a href='http://lar.deathnet.net/images/map/roomnew_1.jpg' target='_blank'>two</a> <a href='http://lar.deathnet.net/images/map/roomnew_2.jpg' target='_blank'>shots</a> of a new, and heavily under work, room.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    The res node, why are there 2 of those.. floors? 1 seems big enough for the hole.
  • TrojanTrojan Join Date: 2002-11-02 Member: 4611Members
    <!--QuoteBegin--JezPuh+Aug 17 2003, 07:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Aug 17 2003, 07:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The res node, why are there 2 of those.. floors? 1 seems big enough for the hole. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    eh, you're kidding, right? :|


    The two floors combined are the exact same size as the hole... Where your depth perception? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    Trojan, about the res node.. or more the logo behind it... Unless this takes place in the same place as veil and eclipse, I suggest not using that logo.. its the specific logo for the Eclipse Station (note how behind the TSA logo there is a picture of an Eclipse, duh.) Aside from that minor technicality, it looks pretty good.
  • TrojanTrojan Join Date: 2002-11-02 Member: 4611Members
    <!--QuoteBegin--Trojan+Aug 17 2003, 12:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trojan @ Aug 17 2003, 12:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The logo, yeah, I know its only for eclipse, I was planning to make my own and throw it there, that logo was just to get a feel for it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ^^
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    Looks nice but I think you need to clutter up the place with more stuff...

    Those poor skulks will be absolutely slaughtered in those big open areas.
  • Cr3a7oRCr3a7oR Join Date: 2003-08-12 Member: 19614Members
    Bah trojan u are such a hax0r <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> looks nice mate
  • SmithySmithy Join Date: 2003-01-14 Member: 12277Members
    Looks good m8... I think the rez node is looking good except its abit to bright now... I liked it when it was darker.

    Also... soly green is right... Its abit to "Big". Is there any way of making it smaller? Or just throwing in some cover here and there maybe....

    Keep up the good work.
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