Co_schwarz

KageKage Join Date: 2002-11-01 Member: 2016Members
<div class="IPBDescription">Another map by Kage with a German name</div> I was considering submission for this one, but I'm not satisfied with it yet. I've only worked with it for about two weeks, and as a result of this, some parts of it are crude. There are also r_speed problems that would be easy to fix, but also time consuming. Anyways, I'll start with the minimap.

<img src='http://kage.ottergoose.net/schwarz_over.gif' border='0' alt='user posted image'>
Originally I planned for the bottom left to have a room like the upper right, but somewhere along the line I dropped that idea.

<img src='http://kage.ottergoose.net/co_schwarz0000.jpg' border='0' alt='user posted image'>
The hive room.
<img src='http://kage.ottergoose.net/co_schwarz0001.jpg' border='0' alt='user posted image'>
One of two halls leading from the hive.
<img src='http://kage.ottergoose.net/co_schwarz0002.jpg' border='0' alt='user posted image'>
Further down that hall. This is one of the higher wpoly areas.
<img src='http://kage.ottergoose.net/co_schwarz0003.jpg' border='0' alt='user posted image'>
Old version of a room set up for bad wpolys. The newer one is better at preventing the player from reaching a position that forces HL to render down both hallways- you can see a preview of it by looking at the minimap.
<img src='http://kage.ottergoose.net/co_schwarz0004.jpg' border='0' alt='user posted image'>
The marine start. It has some stuff that only the NS:C fgd supports, like armories and a couple of welders already there. Also has an easily fixable design error- the player can see too far down the hallway, thus the high amount of polies.
<img src='http://kage.ottergoose.net/co_schwarz0005.jpg' border='0' alt='user posted image'>
Hallway descending from the marine start.
<img src='http://kage.ottergoose.net/co_schwarz0006.jpg' border='0' alt='user posted image'>
Center room. The supports didn't turn out like I had hoped. The small panel on the far wall is a weldable with some goodies for the marines inside.
<img src='http://kage.ottergoose.net/co_schwarz0007.jpg' border='0' alt='user posted image'>
The last hallway. I had to use a hint brush to prevent some weird, far off renderings.
<img src='http://kage.ottergoose.net/co_schwarz0008.jpg' border='0' alt='user posted image'>
A view of the hive room from the hallway.

I'll have new pictures as soon as I can gamma correct and compress them.

Comments

  • cshank4cshank4 Join Date: 2003-02-11 Member: 13425Members
    Looking good keep it up
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Guess I only took 3 more screenshots (that are worth showing, anyways...)

    <img src='http://kage.ottergoose.net/co_schwarz0010.jpg' border='0' alt='user posted image'>
    A bit more of the arched hallway.
    <img src='http://kage.ottergoose.net/co_schwarz0011.jpg' border='0' alt='user posted image'>
    This is the center room again. Shows what's actually in it.
    <img src='http://kage.ottergoose.net/co_schwarz0015.jpg' border='0' alt='user posted image'>
    The new upper right room.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    hehe, those hallway supports are kewl, but those ladders and big orange lights seems to be a bit out of the place <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    i love it...

    but a dark/grey ladder would fit the situation more

    sizing down the lights would also benifit the map...


    other than that, perfect!
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    Looking good Kage, but I take it the CC will be removed <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    ND
  • boobs!boobs! Old-School Competitor Join Date: 2002-11-13 Member: 8504Members
    <!--QuoteBegin--nightdragon+Oct 3 2003, 11:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (nightdragon @ Oct 3 2003, 11:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looking good Kage, but I take it the CC will be removed <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    ND <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    if you read up on the updated co_map .fgd you will see that not only does the marine team have a cc but an armory is accessible as well. So no the CC is required <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    I love the catwalk supports, beautiful yet simple. Although you could add a bit more detail. And also, the lighting is great. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited October 2003
    Kage, submit it. You say places look crude, the only thing that looks remotely 'crude' is the texturing of the wall on <a href='http://kage.ottergoose.net/co_schwarz0005.jpg' target='_blank'>http://kage.ottergoose.net/co_schwarz0005.jpg</a>. Switch it the other way. If you read the NS2.WAD post you will notice Redford informing people that the playtesting of maps is to improve already good maps. Yours comes under that category. Nice usage of textures with the trendy new look architechture. I like.

    PS: I hope theres a way for onos to get up or around that ramp. Also nice figure of 8 layout.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    I totally agree with uffo / would have said the same. (Remove orange lights where they are overdrawn by the white ones)
    Despite these glitches it looks real cool. I like every map with a unique theme and architecture <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    From the name I thought it would look a bit like ns_pitchblack, but it is obviously a bit better lit.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    i think the map is beautiful imo, but this floor texture doesnt look right, i know u cant really fix it but it looks outa place.

    <a href='http://kage.ottergoose.net/co_schwarz0003.jpg' target='_blank'>http://kage.ottergoose.net/co_schwarz0003.jpg</a>

    maybe something inbetween the gaps to seperate the turnings, like a little strip light or something.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Orange Lights: I have an obsession with those; I'll see if I can cut back on the number/size.

    NerdIII: I named it 'schwarz' because I mainly used the wall_black texture set. I knew that people would have to suspect a completely dark map if I named it 'black'.

    Thursday-: Which ramp? I'm going to add some bogey hives and do a run through with Onos to see how difficult moving around gets. Also, I originally planned for the things on the upper parts of the walls to be cut out and replaced with lights_round, but that resulted in too many floating points and vis errors.

    coolCookiecooks: That's the old room. Does it look out of place in the new one?
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