Nova Marine Start

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Comments

  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    I'll give it a try, but the problem isn't isolated to the CC area. In the Ready Room there's the proper light cast downward which I want, but there are various artefacts that just shouldn't be there by my calculations...
  • IndicaIndica Join Date: 2003-08-18 Member: 19927Members
    Just had to Congratulate you on this map and how it is turning out.
    Love the design! and the new pics tease me even more!

    Can t wait to see Hive Pictures when you eventualy complete one of them.
    Hopefully your first Natural selection map will be a good one!

    Keep up the good work amigo.

    ( Dallas why did you have to climb into that vent) <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Update: MS is nearing completion, only a few more details to be added - broken ceiling tiles to reduce repetition of the texture, and some pipage behind a cage.

    That little vent leads to a larger ventilation chamber, and it can be welded but not from the Marine Start side.

    Also ignore the doors, they won't be there in the final version <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    One final thing, that light_environment bug is still there, as you can see in the pics in some instances. I can't seem to do anything to shake it, and any help is appreciated <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    3rd and final <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • SmithySmithy Join Date: 2003-01-14 Member: 12277Members
  • IndicaIndica Join Date: 2003-08-18 Member: 19927Members
    2 words:


    Sexy Map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • twoflowtwoflow Singing Drunk Join Date: 2002-11-01 Member: 1950Members, Constellation
    Three words: wipe me down.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Sexiest evar!!

    (damn, how many time i say that?)
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    cool ,my map is just like that ... u rippah ! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    i never made a map without wall_lab tex <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->:D
  • ThinGThinG Lord of wub and vlaai Join Date: 2003-04-11 Member: 15400Members, Reinforced - Supporter
    whoa <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    wall_lab is the backbone of ALL maps! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Don't worry though, it's only being used for the Marine Start and 2 adjacent corridors, the rest will be of a different style.
  • IndicaIndica Join Date: 2003-08-18 Member: 19927Members
    That texture crops up everywhere!
    That texture is the core to NS....well slightly over the top but nevermind.

    ( what a pointless message) <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Marine Start is now more or less finished, I just need to put down 16 team_starts in and an info_location, then it's set <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Feedback is still apreciated of course!
    I've also managed to get rid of the light_environment lighting problem as well, hooray <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    By the way, that loose tile is a func_pedulum that swings most lovingly, just for your information <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Next up comes Crooked Paths, 2 hallways of different heights that lead out of Marine Start - one leads to the Sleeping Quarters and Communal Showers, the other to Data Management.

    Until then, adios!
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    edited August 2003
  • IndicaIndica Join Date: 2003-08-18 Member: 19927Members
    Looking very very nice!

    The lighting flows well and seems natural.

    Thanks listening to the advice and breaking up the ceiling by adding pipes etc it really helps.

    This is looking very good indeed. Kepp up the good work!
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