Do0bles, on the middle shot above (As well as in some of the earlier shots) there's this grate suspended in the air with cables I keep seeing. It looks awful.
1) Put some sort of border around the edges. I doubt the safety inspector would allow sharp metal edges swinging around the room.
2) Where the cables meet the grate itself, put an anchoring unit of some sort. Doesn't have to be complex, maybe just a lousy 'warning stripe' textured box. Something to take the 'bite' off of how it looks.
3) I've been looking at it and I can't imagine what purpose it would serve. In the early shots, it appears to be some sort of crate holder (In the marine spawn). Sort of a strange place to be storing crates...
In the last pic above, there's some sort of ladder-ish thing going up into the vent. Is that a wall texture? It goes through the hallway below and ends in the floor above it...
Finally, in the first two above pics, the screens and such are brightly lit, but the actual area is pitch black. A little imbalancing, maybe.
1) that's actually a staircase to the upper level, with suspension cables coming down from the ceiling - it just looked <i>odd</i> without them.
I would post a picture to make it a bit more clear...but I'm lazy. I'll do it next time I compile <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
2) This can and will be done <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
3) The crate-holder thing in the marine spawn again demonstrates the 'gameplay over realism' argument. I just thought it looked empty without it. Because I added this kind of 'cargo space' in the marine spawn, I added the other crates in and am hoping to make it into a cargo storage antechamber sort of place.
4) Yes, this is a ladder, not part of a wall.. Unfortunately, I can never remember to set the damn rendermode correctly. It WILL be transparent in the future <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
5) and last but not least, I am seriously trying to make most of the map very shadowey and dark (i.e. basically every corner and roof rafter being very dim, so as to give intelligent aliens more places to hide). This is what I enjoy most in most NS maps, so I figured that I would have to add it into my own. Basically, I'm trying to make the Alien portion of the map marine-frienly and the marine area alien-friendly. Yes, this is bass ackward, but I think it will be a cool effect that will promote more defensive (i.e not rushing strategies). Perhaps I will be wrong. Oh well. For my inspiration, look at many of the not oft-used ceiling beams in ns_caged. I really enjoy hiding up there, and truly find it a great part of the alien experience. I didn't want the lights to be too bright. I'm also going for a very sublime color scheme. Basically all red areas are dangerous (i.e) vents, while blue/green areas are safe. I wanted the players to be instinctively drawn to certain areas of the map, and instinctively wary of others. I think being so brightly lit makes the monitors a "safe zone" for the marines, and something they can huddle around with little fear of ambush.
As you can tell, the feel of this map is attempting to be very ambitious <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Thanks bunches for the comments - do you have any more on any part of the map so far?
<!--QuoteBegin--Dubbilex+Nov 13 2003, 09:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dubbilex @ Nov 13 2003, 09:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> that will promote more defensive (i.e not rushing strategies). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> And wouldn't lighter areas in hives encourage the marines to WANT to be in those areas?
Yes it's the same room - i've just been tweaking it for some amount of days.
As you can tell, this map is going to simply take <i>forever</i>, unless I quash my neurotic perfectionist-ness in my map. I've spent over a week alone on just that room. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--uranium - 235+Nov 13 2003, 10:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Nov 13 2003, 10:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Dubbilex+Nov 13 2003, 09:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dubbilex @ Nov 13 2003, 09:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> that will promote more defensive (i.e not rushing strategies). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> And wouldn't lighter areas in hives encourage the marines to WANT to be in those areas? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Well that's all fine and dandy that they want to take the hive - their base will just be inccredibly vulnerable, as its in 'alien friendly' territory (or so I hope). Of course, this most likely <i>will</i> facilitate relocations to the hives nearly immediately. I'll have to find some way to balance this. Hrmmm....does anybody have any suggestions?
Vents are fun <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Dubbilex+Nov 15 2003, 10:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dubbilex @ Nov 15 2003, 10:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--uranium - 235+Nov 13 2003, 10:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Nov 13 2003, 10:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Dubbilex+Nov 13 2003, 09:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dubbilex @ Nov 13 2003, 09:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> that will promote more defensive (i.e not rushing strategies). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> And wouldn't lighter areas in hives encourage the marines to WANT to be in those areas? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Well that's all fine and dandy that they want to take the hive - their base will just be inccredibly vulnerable, as its in 'alien friendly' territory (or so I hope). Of course, this most likely <i>will</i> facilitate relocations to the hives nearly immediately. I'll have to find some way to balance this. Hrmmm....does anybody have any suggestions? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Massive pits of lava that marines can't jump over? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
But we have jps for rhat <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Man, this map kicks ****! The best part about it is the lighting, just like nancy, which did use a lot of colored light to my memory. Keep up the great work!!
<!--QuoteBegin--uranium - 235+Nov 8 2003, 12:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Nov 8 2003, 12:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No fool, they're from Alien vs. Predator 2 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Which is why, I'm sorta tired of these brightly-lit maps like veil and eclipse. We need more moody maps, more... how we say, 'real' maps. AvP2 caught that feel very well with the first marine level, and I love the shots. They're too dark to be balanced, but from your reaction 'woah', you like them too. I'd like to see SOMEone implement it like that in a map, and Do0bles here is a nice guinea pig...
(EXCELLENT game, sorta short, but lots of fun. NS looks like a children's show when you're done with the marine campaign.) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> If the flashlight was fixed, so you werent glowing, this style would be grand. I would love to see flashlights used more than not in the future, it adds suspense.
Comments
edit: daaaaarrrrrr wrong therad
but nice pics!
if your still looking for a chair model i saw one useing the hl model viewer in ns/models folder. its named chair1
________________________________________________________________
__________________ <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> ________________________________________
______ <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> _______________ <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> _______________________________
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> ___________________________ <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> _________________________
______________________________________ <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> ______ <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> _______
________________________________________________________________
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
1) Put some sort of border around the edges. I doubt the safety inspector would allow sharp metal edges swinging around the room.
2) Where the cables meet the grate itself, put an anchoring unit of some sort. Doesn't have to be complex, maybe just a lousy 'warning stripe' textured box. Something to take the 'bite' off of how it looks.
3) I've been looking at it and I can't imagine what purpose it would serve. In the early shots, it appears to be some sort of crate holder (In the marine spawn). Sort of a strange place to be storing crates...
In the last pic above, there's some sort of ladder-ish thing going up into the vent. Is that a wall texture? It goes through the hallway below and ends in the floor above it...
Finally, in the first two above pics, the screens and such are brightly lit, but the actual area is pitch black. A little imbalancing, maybe.
I would post a picture to make it a bit more clear...but I'm lazy. I'll do it next time I compile <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
2) This can and will be done <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
3) The crate-holder thing in the marine spawn again demonstrates the 'gameplay over realism' argument. I just thought it looked empty without it. Because I added this kind of 'cargo space' in the marine spawn, I added the other crates in and am hoping to make it into a cargo storage antechamber sort of place.
4) Yes, this is a ladder, not part of a wall.. Unfortunately, I can never remember to set the damn rendermode correctly. It WILL be transparent in the future <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
5) and last but not least, I am seriously trying to make most of the map very shadowey and dark (i.e. basically every corner and roof rafter being very dim, so as to give intelligent aliens more places to hide). This is what I enjoy most in most NS maps, so I figured that I would have to add it into my own. Basically, I'm trying to make the Alien portion of the map marine-frienly and the marine area alien-friendly. Yes, this is bass ackward, but I think it will be a cool effect that will promote more defensive (i.e not rushing strategies). Perhaps I will be wrong. Oh well. For my inspiration, look at many of the not oft-used ceiling beams in ns_caged. I really enjoy hiding up there, and truly find it a great part of the alien experience. I didn't want the lights to be too bright. I'm also going for a very sublime color scheme. Basically all red areas are dangerous (i.e) vents, while blue/green areas are safe. I wanted the players to be instinctively drawn to certain areas of the map, and instinctively wary of others. I think being so brightly lit makes the monitors a "safe zone" for the marines, and something they can huddle around with little fear of ambush.
As you can tell, the feel of this map is attempting to be very ambitious <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Thanks bunches for the comments - do you have any more on any part of the map so far?
The pics on this page...are they the same room as up there? They look awfully similar.
And wouldn't lighter areas in hives encourage the marines to WANT to be in those areas?
As you can tell, this map is going to simply take <i>forever</i>, unless I quash my neurotic perfectionist-ness in my map. I've spent over a week alone on just that room. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
And wouldn't lighter areas in hives encourage the marines to WANT to be in those areas? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well that's all fine and dandy that they want to take the hive - their base will just be inccredibly vulnerable, as its in 'alien friendly' territory (or so I hope). Of course, this most likely <i>will</i> facilitate relocations to the hives nearly immediately. I'll have to find some way to balance this. Hrmmm....does anybody have any suggestions?
And wouldn't lighter areas in hives encourage the marines to WANT to be in those areas? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well that's all fine and dandy that they want to take the hive - their base will just be inccredibly vulnerable, as its in 'alien friendly' territory (or so I hope). Of course, this most likely <i>will</i> facilitate relocations to the hives nearly immediately. I'll have to find some way to balance this. Hrmmm....does anybody have any suggestions? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Massive pits of lava that marines can't jump over? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
EDIT Post 100
Which is why, I'm sorta tired of these brightly-lit maps like veil and eclipse. We need more moody maps, more... how we say, 'real' maps. AvP2 caught that feel very well with the first marine level, and I love the shots. They're too dark to be balanced, but from your reaction 'woah', you like them too. I'd like to see SOMEone implement it like that in a map, and Do0bles here is a nice guinea pig...
(EXCELLENT game, sorta short, but lots of fun. NS looks like a children's show when you're done with the marine campaign.) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
If the flashlight was fixed, so you werent glowing, this style would be grand. I would love to see flashlights used more than not in the future, it adds suspense.