Co_dawn
esuna
Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
<div class="IPBDescription">Just when you thought i'd disappeared...</div> Well no, i've not disappeared. Right now, as some of you may know, i've been painstakingly retexturing and rebuilding ns_deus. This is taking way too much time, and to be honest, it's boring the crap out of me. So i thought that i'd occupy some of my time with making a co map. I've pretty much entirely kept this under wraps, but i've only been working on it for a month or so, and not really constantly either, since i have university work to do.
It's roughly about 50% done, a lot of detail still isn't there in a number of locations, since i'm trying to get a playable version that's still reasonably nice looking done as soon as possible.
Anyway, here's some screenies. I won't be posting as many updates to this thread like i have done my ns_deus one since i'm gonna try to do this one in my own time and pace.
The first shot is what i've temporarily called the "Steam Corridor". I've not named any locations as of yet, so the work in progress names are a bit tacky. Also, i'm not sure if NS:C needs location names....
This corridor is where i see a lot of combat happening. It's right outside of marine start, but it's the larger of the two entrances, so we'll see the Onos battling it out down here. At least, i hope so.
*EDIT: Also, this corridor has steam rising, hence the name, and also some nice creepy ambient sounds. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
It's roughly about 50% done, a lot of detail still isn't there in a number of locations, since i'm trying to get a playable version that's still reasonably nice looking done as soon as possible.
Anyway, here's some screenies. I won't be posting as many updates to this thread like i have done my ns_deus one since i'm gonna try to do this one in my own time and pace.
The first shot is what i've temporarily called the "Steam Corridor". I've not named any locations as of yet, so the work in progress names are a bit tacky. Also, i'm not sure if NS:C needs location names....
This corridor is where i see a lot of combat happening. It's right outside of marine start, but it's the larger of the two entrances, so we'll see the Onos battling it out down here. At least, i hope so.
*EDIT: Also, this corridor has steam rising, hence the name, and also some nice creepy ambient sounds. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
What's with the word DAWN in the marine start window? I'd understand in the ready room, but in game?
amckern
and for the the rest : u rock <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
+
amckern <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Say that to urself.
His tex are perfect.
Well, i have a vengeance against the ns.wad's 2 button textures, but it's now been changed to one of the ns2.wad's sexy shiney metal buttons.
Also, in the second or third pic, with the walled up doorway, nobody mentioned that the ceiling texture is out of place. It took me a few hours more mapping in hammer til i noticed that, it has been sorted.
As for this map, i'm learning from my mistakes of the past. Now i'm making brushes to fit textures instead of the other way around (i hate you "fit" button) and it's making my texture work look far more solid. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
What's with the word DAWN in the marine start window? I'd understand in the ready room, but in game? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
90 Degree Angles looking sexy? There is way too many in those screenshots. The poot texture alignment makes them look even uglier. Make some more curves or add some trims if you want to keep that map style.
The lighting is also somewhat bland in most areas, barely any contrast too.
What's with the word DAWN in the marine start window? I'd understand in the ready room, but in game? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
90 Degree Angles looking sexy? There is way too many in those screenshots. The poot texture alignment makes them look even uglier. Make some more curves or add some trims if you want to keep that map style.
The lighting is also somewhat bland in most areas, barely any contrast too. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Poor texture alignment.......
Sorry, i just take offence to that. Show me exactly where and how they're poorly aligned and i'll fix them.
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066701703.jpg' border='0' alt='user posted image'>
Other than that I'm not poking at you, just trying to contructively criticise.
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066701703.jpg' border='0' alt='user posted image'>
Other than that I'm not poking at you, just trying to contructively criticise. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
At first you weren't being constructive, just criticising.
But yeah, they do need trims, i'll set upon it soon, as i said, a lot of the areas need more detail and such, but i'm trying to get a usable map done first.
I agree, but there's pointing out faults and offering advice, which is constructive, but all Thursday- said was that it was "poor" and didn't even offer any reason why he thought that, or what shows it. But anyway, it's sorted.
However, I must say, I would probably hit my kill key everytime before I get into a fight as an alien, as this will be pure suicide. Long hallways aren't fun or good to fight in.
My suggestion to you, is that if you want to keep the feel of longer hallways then to put in lots of cover for aliens to utilize/fight in, elsewise this map is gonna be worse than ns_mineshaft from the looks of it. mineshaft is terrible for nothing more than a bunch of hallways thrown together.
If you need anymore help with layout or balancing I'd be more than happy than to give you some advice. You've got the looks, but you need to add the substance.
However, I must say, I would probably hit my kill key everytime before I get into a fight as an alien, as this will be pure suicide. Long hallways aren't fun or good to fight in.
My suggestion to you, is that if you want to keep the feel of longer hallways then to put in lots of cover for aliens to utilize/fight in, elsewise this map is gonna be worse than ns_mineshaft from the looks of it. mineshaft is terrible for nothing more than a bunch of hallways thrown together.
If you need anymore help with layout or balancing I'd be more than happy than to give you some advice. You've got the looks, but you need to add the substance. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
These shots are mainly in the marine area, i work on the principal that the marine's start should be easily defended for marines, and alien hive areas should be easy to hold as aliens, but that's just one entrance, there's another one round the corner and just outside that is a from another part of the map. Depending on your class, one entrance will be easier than the other, but i may throw a crate or something down in the steam corridor just to give us skulks a little helping hand. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->