A Marinestart
SoundFX
Join Date: 2003-08-21 Member: 20048Members
<div class="IPBDescription">alpha version!!!</div> Here is a pic of a "marinestart"
<a href='http://www.geocities.com/ufo_1_98/ns_skorch30000.txt' target='_blank'>http://www.geocities.com/ufo_1_98/ns_skorch30000.txt</a>
I dont want "you need to choose more textures" or "add more detail", all i want to know as it stands does it appear to be on the right track to being playable???
yes theres only one pillar up at the moment... looks kinda dumb <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
yes those arches go right into a skybox b/c i didnt build a hallway yet duH! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<a href='http://www.geocities.com/ufo_1_98/ns_skorch30000.txt' target='_blank'>http://www.geocities.com/ufo_1_98/ns_skorch30000.txt</a>
I dont want "you need to choose more textures" or "add more detail", all i want to know as it stands does it appear to be on the right track to being playable???
yes theres only one pillar up at the moment... looks kinda dumb <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
yes those arches go right into a skybox b/c i didnt build a hallway yet duH! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
Can we get a wide view shot or something ;p
ok another shot! its on its way <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<a href='http://www.geocities.com/ufo_1_98/ns_skorch30001.txt' target='_blank'>http://www.geocities.com/ufo_1_98/ns_skorch30001.txt</a>
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Really can't see what your going for here, there are too little elements to work with - arches and a techinical pillar, holding clean metallic beams up that support glass revealing a red sky? IT's all a bit mish mashed, and needs to be added to in a more focussed theme.
Keep on truckin' <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
i will be uploading a ready room, prefab soon - u might want to use it
rr's are nomaly a sumire of the map as a hole
amckern
Not something like this :\
i will be uploading a ready room, prefab soon - u might want to use it
rr's are nomaly a sumire of the map as a hole
amckern <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
This isnt a rdy room
Thank you an actual idea submission!!!!
see what it was looking like here --> <a href='http://www.geocities.com/ufo_1_98/oops.txt' target='_blank'>http://www.geocities.com/ufo_1_98/oops.txt</a>
Is there an easy way to make pipes turn corners? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Ok i kinda see your idea, i was thinking of something along that lines for cc placement, but i would rather see everything build on the ground floor unlike the jumbled mess hera usually becomes... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
Two, I would work on the walls and texturing. Add a different texture for trim around where the walls meet the ceiling and floor. Add protrusions from the wall in the manner of pipes, conduits, elecritcal boxes, access pannels, grating, and just architecture styling. When developing a style, make it CONSISTENT throughout the map.
If you REALLY want that pillar, it needs something to stabalize it where it meets the floor and ceiling. Think how columns work.. their base and top are broader than the column itself.
If pipes are going across the ceiling, they should have some kind of looped supports coming from the ceiling to hold them. This won't work with the windowed ceiling, naturally.
Back to style. Decide upon a theme for your map. I think that is what is really missing here. You have to unify everything not only in terms of texturing and light but in style, purpose, and story. Once you have a purpose, you can add features to match it to your Marine Start and other rooms. Is it a pumping facility? Lots of pipes. Data processing? Computers and monitors. Etc, etc.