First 'real' Attempt And Ns Mapping
Trojan
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?
<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
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.
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!
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
<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.
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-->
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^^
Those poor skulks will be absolutely slaughtered in those big open areas.
<!--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
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.