Wip Shots Of Ns Map
KungFuDiscoMonkey
Creator of ns_altair日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
I posted these shots in the 'Post your Screenshots Thread' but I thought that I would post them here as well to get some input.
Image 1 showing off the crew bunks. The dark areas should be perfect for skulks, lerks, and even fades to hide in.
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066095989.jpg' border='0' alt='user posted image'>
Image 2 showing off an overlook and somewhat of a style test. Comments have allready been made on how the window 'cuts' into the texture at the top so I'm going to try to fix that.
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066096100.jpg' border='0' alt='user posted image'>
Image 3 showing off 'The Pit'. I hope to keep it as a double node (in part because it looks so cool) but I'll have to see how it balances
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066096199.jpg' border='0' alt='user posted image'>
Image 4 showing off the Docking Bay
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066096267.jpg' border='0' alt='user posted image'>
I'd appreciate any comments. I'm too harsh a critic on my own work. I hope to have a layout to show off in the no so distant future but at this point there is some major reconstruction going on to get the ms to hive and hive to hive time acceptable (it's currently a bit short).
Image 1 showing off the crew bunks. The dark areas should be perfect for skulks, lerks, and even fades to hide in.
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066095989.jpg' border='0' alt='user posted image'>
Image 2 showing off an overlook and somewhat of a style test. Comments have allready been made on how the window 'cuts' into the texture at the top so I'm going to try to fix that.
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066096100.jpg' border='0' alt='user posted image'>
Image 3 showing off 'The Pit'. I hope to keep it as a double node (in part because it looks so cool) but I'll have to see how it balances
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066096199.jpg' border='0' alt='user posted image'>
Image 4 showing off the Docking Bay
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066096267.jpg' border='0' alt='user posted image'>
I'd appreciate any comments. I'm too harsh a critic on my own work. I hope to have a layout to show off in the no so distant future but at this point there is some major reconstruction going on to get the ms to hive and hive to hive time acceptable (it's currently a bit short).
Comments
Looking good.
~ DarkATi
<b>edit:</b> Otherwise you would need to use some kind of safetylabel as trim texture warning of the
sharp edges, so that dumb americans couldn't draw a lawsuit <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
just add alot of stuff!
work on teh lighnin'
<b>edit:</b> Otherwise you would need to use some kind of safetylabel as trim texture warning of the
sharp edges, so that dumb americans couldn't draw a lawsuit <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
This is a terrible idea, keep it the way you have it Monkey.
The sharp courners fit in nicely with the pathways, and it makes sense if two lanes had to get through that at the same time.
______ <---Above Floor
______ <---Lower Floor
The above floor is a func_wall (I think) grate, and the lower floor is a regular texture. That can really add depth to your floors.
I would also suggest lowering the value of the texture mode on the windows, they stand out a bit too much at the moment... I hope you put an overlay on the light in the second pic as well <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
As others have said, the dbl res needs something going over the top from end to end, maybe some kind of a catwalk so aliens can still be shot up there. Also, do the res node lights switch off when RTs are constructed? They would look a bit weird bright-lit in there compared to the rest of the room - I'm not sure if the bug to do with this was fixed as it was supposed to be though <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Last pic looks very nice, but perhaps a bar horizontally across the middle of the window at the far end, it looks quite dangerous to have such a large unprotected window in a cargo room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Your work so far looks very nice <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->; hope these comments help.
Dark ATi: I can build both nodes as commander, haven't tried as gorge yet.
About the textures, I kinda wanted to go with more of a clean, steril feel for most of the map (of course the alien parts will be far from clean)
uffo: I kinda like the hexagon, I think it looks neat but I may try seeing what it looks like as an octagon
Nazul: Right now I'm trying to get the layout and basic archetecture done. Don't fear, I have some ideas to add pipes, wires, etc.
Ha.ze: I'm not sure about making the lower floor a grate, I am not really fond of any of the grate textures especially when mixed with the wall set I'm using.
[watch.me.die]: Yeah, the crew bunks do need something but I haven't figured it out either.
The windows do need fixing, mabye it's the new window texture I was trying. I'll mess with the texture mode values some.
The 'window' in the last pic of the docking bay, is acctually a force field but I'm trying to find a better texture to use for it.
Thanks for all the input, this should help me out. Keep up the comments. All comments that would help me make a better map are appreciated.
<img src='http://merkury.orcon.net.nz/ns_terranova11.jpg' border='0' alt='user posted image'>
One new and one tweeked shot tonight. I'll start with the tweeked shot of the overlook.
Intersteler communications. The lighting isn't what I want yet. It's a communications room so I'll be more bright and colorfull in the end.
I also was going to paste a partial layout but I'm afraid it's . . . . rather sad right now. I can't seam to get it the way I want. If there's a consensus, I'll go ahead and paste the bit of layout that I have so that yall can tear it apart and fix it.
Also, please put an overlay on the light in outlook - it stands out much too much at the moment :/
that's the only complaint I have about the last 3 shots
On the last pic I am not sure if the 'lava' is emitting yellow light or white light. I would just have added the lava texture to the lights.rad with 255 255 0 200 or something.
EDIT: I see your water has no waves. Make it rendermode solid and func_illusionary with 'volumetric light'. I think this should work. (Then you might also consider using a brighter texture again)