A Marinestart

SoundFXSoundFX Join Date: 2003-08-21 Member: 20048Members
edited August 2003 in Mapping Forum
<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-->

Comments

  • dignomedignome Join Date: 2003-08-04 Member: 18853Members, Constellation, Reinforced - Shadow
    I wish it was a better shot, at first I thought it was a text file from the link. But yeah, the support beam looks good.


    Can we get a wide view shot or something ;p
  • SoundFXSoundFX Join Date: 2003-08-21 Member: 20048Members
    edited August 2003
    how u do wide view???

    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>
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    You need to choose more textures and add more detail...
    <!--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.
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    Perhaps you could try experimenting with a plain hallway before you make an actual room... maybe you'll discover some neat ways of implementing the theme and architecture you have in mind. And then you can ask our opinion of the fully themed hallway, as opposed to a rather rudimentary version of the Marine Start.

    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-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    bland

    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
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Also, you should NOT have two exits on the same wall. Turret farm heaven, unless they are separated by a divider, a'la veil.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    those supports gives me creeps <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    its pretty boring add some stuff into it, like pipes on the ceilings etc..
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Serious man, make some more, choose better tex., and then show off your work.
    Not something like this :\
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    Maybe you could add a seperate room for the commander. Would look quite good I think.
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    Don't make the room too far away from the rest of MS, though, or it will just be skulk food.
  • SoundFXSoundFX Join Date: 2003-08-21 Member: 20048Members
    <!--QuoteBegin--amckern+Aug 27 2003, 11:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Aug 27 2003, 11:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> bland

    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
  • SoundFXSoundFX Join Date: 2003-08-21 Member: 20048Members
    <!--QuoteBegin--Kabelen+Aug 28 2003, 12:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kabelen @ Aug 28 2003, 12:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Maybe you could add a seperate room for the commander. Would look quite good I think. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Thank you an actual idea submission!!!!
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Add some levels too. I'll do a paint sketch for you so you can see what I mean, right now, the room just screams bland, just for lack of any interruption of the curve of the room.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
  • SoundFXSoundFX Join Date: 2003-08-21 Member: 20048Members
    edited August 2003
    well i added pipes and that **** everything up...not necessarily the straight pipes...but when i tried to angle them around a corner...i got a whole buttload of errors <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> ....

    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-->
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    First off, I suggest losing the windowed ceiling. It .. just doesn't look right. Note how in the professional NS maps, windows are used sparingly when used as skylights, not as entire ceilings.

    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.
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