Ns_roughneck
KingNic
Join Date: 2002-10-25 Member: 1600Members
<div class="IPBDescription">Screens for comments/suggestions</div> I'm about 35-45% layout-completed for this map, to the standard in these screens. No back-story yet, just see if I have the patience and commitment to see it through to the end... This has taken about a week so far.
Comments/suggestions:
<img src='http://www.hammre.co.uk/screens/ns_roughneck1.jpg' border='0' alt='user posted image'>
<img src='http://www.hammre.co.uk/screens/ns_roughneck2.jpg' border='0' alt='user posted image'>
<img src='http://www.hammre.co.uk/screens/ns_roughneck3.jpg' border='0' alt='user posted image'>
<img src='http://www.hammre.co.uk/screens/ns_roughneck4.jpg' border='0' alt='user posted image'>
Comments/suggestions:
<img src='http://www.hammre.co.uk/screens/ns_roughneck1.jpg' border='0' alt='user posted image'>
<img src='http://www.hammre.co.uk/screens/ns_roughneck2.jpg' border='0' alt='user posted image'>
<img src='http://www.hammre.co.uk/screens/ns_roughneck3.jpg' border='0' alt='user posted image'>
<img src='http://www.hammre.co.uk/screens/ns_roughneck4.jpg' border='0' alt='user posted image'>
Comments
looking excellent tho.
except that powercablebox at 2nd pic, it just seems too clean with all that infestation around it
There a damn good set for the purpose you mention, thats exactly why they are used so much. Cant think of any better. I have a texture set I am developing, a clean texture set that gets dirtier in stages, 4 total including infested. So I can have the same set throught the entire map...but thats besides the point. I guess I should release it to see if its of any use to anyone....
Looks great so far, although the first picture, I think, could use a nice shiny pipe running along the top of the walls. They look a little bland ATM. Maybe some cords, something, anything.
For the second pic, remember the have consistent infestation (this includes over the lights and on the middle of the wall). If it's possible put a glow over the red light.
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#Ha.ze-: I'll add that in a few moments - i couldn't quite put my finger on why the walls looked bland, think you may well have it. Cheers.
Windelkron: I'll make some infested versions of those textures in a few moments - I don't want to use the alpha textures because r's are getting high in that area and I'd prefer they were used to add a bit more detail.
Legionnaired: I'm just running the map in half-life atm, adding NS entities later. I will adjust the contrast a lot with the env_gamma when I put the map into NS.
Hope to see more of the map soon <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Maps looking good for a start, show us more once you've found some different textures or built up more of the map.
<img src='http://www.hammre.co.uk/screens/ns_roughneck5.jpg' border='0' alt='user posted image'>
The corridoor that I extended (See screen 2)
<img src='http://www.hammre.co.uk/screens/ns_roughneck6.jpg' border='0' alt='user posted image'>
Another improved area (see screen 4)
<img src='http://www.hammre.co.uk/screens/ns_roughneck7.jpg' border='0' alt='user posted image'>
Res node closest to the marine spawn (each hive/spawn has 1 node inside the room and another very close by). I'm toning the blue lighting down but having trouble getting it low, but not pitch black.
<img src='http://www.hammre.co.uk/screens/ns_roughneck8.jpg' border='0' alt='user posted image'>
Marine Spawn. Notice the command console is now raised off the main area. R-speeds are touching 550 from this angle.
<img src='http://www.hammre.co.uk/screens/ns_roughneck9.jpg' border='0' alt='user posted image'>
Another area which has been re-textured but I don't think I showed it before...
As usual - comments/suggestions please.
EDIT:: Just noticed he didnt mean that... The ledge to the right of the pic is where the skulks would come in. There's a ramp up to it at the bottom right edge of the pic. The door to the left is just there for decoration. The far-door and another door to the right of the pic(just outside the border of it) are where the aliens would come in. Both doors are fairly defendable from early rushes.