Some work i made

BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
<div class="IPBDescription">Need architecture criticism</div>ill post some of the random kind of corridors that could represent a theme of a map im gonna make
pic1:
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Comments

  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    pic2: this one is from a hive room im making
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    pic3:some eclipse fever corridor <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    pic4: this is a readyroom im making <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> its the dust building ppl!!!! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • SmokeMastaSmokeMasta Join Date: 2002-04-13 Member: 430Members
    REMOVE THE RR!
    it's evil!
    <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    My jaw is on the floor, i think im gona need durgury to put it back in...

    That first shot just looks fecking evil, nice work batt!
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Wow.  For a second you had me fooled that the second picture was a photo.  I think that wall is just about perfect.  And I really like the other themes that you have there, although the texturing in the third shot is awful repetitive.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    hehe thx guys, i kno the 3rd pic is really repetitive, thats coz i couldnt find any texture that would really fit to make that roof.......
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Third picture owns!
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    The 2nd pic is beautiful, nice work.  I think that the 1st pic could do with a little detail between light sources, on the floor to the sides and especially on that back wall.  Everyone's already told you evrything that I was going to say about pic 3 so no need of that <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    But I'm not too sure about that readyroom <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->  You have som real atmoshphere in that map and it would work really well with a spooky readyroom.
  • JasonBostwickJasonBostwick Blossom Join Date: 2002-04-14 Member: 444Members, NS1 Playtester
    Wow Battousai.. this is great stuff! I had no idea you even mapped, let alone were this good! Well, then again I haven't payed much attention to the mapping board as of late or the #ns channel, so I might have missed some of your previous work. Still, this is amazing.
    Now for some criticism. In the first picture, I love the architecture and the red lighting on the sides, but for some reason (I just can't place what it is) the spotlights don't seem.. right. Maybe try breaking them up a bit? I'm not sure.

    The second picture, I really love it, although the ground ( the infestation and such) is a bit boring, and isn't at all as interesting as the walls. Maybe add something in the middle, machinery, pipes, even (dare I say it) crates, just to break up the room a bit and make it seem a little less flat.

    I have no real criticism with the 3rd shot that hasn't been said, except that aside from adding variation in textures, maybe add a little variation in architecture as well, by varying column styles.

    The readyroom shot had me laughing, I really like the Dust look, it would be quite funny starting up an NS game and thinking for a few seconds "Wait.. did I click on a CS server or something?" The only problem I can see with this is that you could have a problem with using textures from other mods.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Nice lighting, Battousai. Especially that first shot. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> See what happens if you make the spot lights angled just slightly in a random direction though... it will give the scene a more natural and believable feel. Or, on the other hand... it's possible you won't like the effect for that particular area. Experimentation is key.

    Keep it up, you're doing a great job!

    Edit: Boz beat me to it on the spot lights. *shakes fist in air* <i>I'll get you for this!</i> <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->



    <!--EDIT|ken20banks|Sep. 03 2002,17:47-->
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    I suggest reworking the textures in the first pic, mainly the roof.

    Second shot - I find it odd that in all your other screenshots your FPS was about 75.  In this room it is in the 20s.  What are r_speeds?

    Readyroom - Very funny!
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    heh no actually this is my first thread about mapping, i did one long ago back at june, but i sucked back then, i evolved pretty fast i think, anyways on the hive room (pic2), if u take a look at the left wall u can see the circuits, well theres a monitor and another one of those circuit things, and in the middle of the room theres a big pit, and in the bottom u can see 2 ships, at the opposite wall from that one there are 4 windows, but i dont currently have a sky for them <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->, and at the right wall there are some infestation slopes and the hive, but i have a problem because the hive is facing the wall and i cant turn it <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> dunno if u can, if anybody knows if you can rotate it, plz tell me, heres another hive room shot.... a bit teasy ;D
    i gotta tweak some other stuff and ill post another screenshot

    edit: the problem with the fps is that the hive room is pretty big.........
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    The hive can be rotated with the compass or “Angle” field in the upper right hand corner of the entity properties box. You can also rotate spot lights, player starts, etc, etc in the same fashion.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    anyways dunno what happened with that pic coz i checked r_speeds and they are bellow 600 in that pic, but theres a big problem i just realized D: when i went to a corner of the room the r_speeds went to 1000 =/
    anyways heres some more pics
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    cool thx <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> this was my old problem, now im gonna fix it............
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    Is the blue stuff water or trasparent glass?
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    its a forcefield <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Nice work Battousai  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Where's the red light coming from in the first picture? (and the last for that matter)

    The hive room is looking nice, but the ceiling seems rather flat, considering how much infestation it has.  You may want to add some cover so the aliens don't get pasted as soon as the marines walk in.  I know how difficult it can be finding floor space when you've got to get soo many player starts in there.

    Finally my turn to say....


    Post more pics!



    <!--EDIT|ChromeAngel|Sep. 04 2002,08:08-->
  • gutterclutchgutterclutch Join Date: 2002-06-30 Member: 850Members
    Very good looking map
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    It needs more variations in the ceiling and floor. too flat. that wall in the 2:nd pic is on the other hand SWEET. keep working!
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    I like the 1st and 2nd
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    Ill take a note on that: change floor and ceiling......
    hehehe chrome <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->. You guys make me wanna map all the day thx for the support.
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    just curious... do you have a working layout to go with these beautiful pics?
  • dragonsbladedragonsblade Join Date: 2002-08-07 Member: 1104Members
    wow nice work i thnxs your map will turn out good i wonder will you be mking map packs it seems you talented so you could consider making map packs just a thought. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    your roof is too flat, try shaping it like <a href="http://users.pandora.be/piele/roof.gif" target="_blank">this</a> it beats those pipes i see in alot of maps s;)
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    I´ll try that right away piele. I do have a map layout though it´s pretty simple and squary, anyways, here it is:
  • ZcaliberZcaliber Join Date: 2002-01-26 Member: 93Members
    Uhmmmm, may want to get rid if that MAJOR choke point at the southern door at the storage area.

    As well as de-segregate the south eastern Hive.

    As.... well as the hanger hive. o.0

    My 2 ¥.
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    another thing you might consider...  The aliens look like they have 4 easily obtainable (notice i said obtainable not defendable) resource nodes, while the marines only have 2 easy ones.  And then the last is just up for grabs there... which is fine.  But you might consider adding a node somewhere closer to the marine spawn to give them a fighting chance.
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    Looks nice- the layout thou.... It "appears" (could just be perspective though) to be very prone to r_speeds problems:

    You could possibly stand in the pwoer plant and see into the storage area AND the crew quarters- that'd be hell on r_speeds

    Same thing with the hangar- it could be possible to hit an angle JUST right so that you see the corner of the hallway that is south of the marine spawn

    Oh, also the southeast hive... that NEEDS a second entrance- If i were on the aliens, i'd make that into a turtle shell that'd be next to impossible for the marines to get into (meh 1s t3h +ur7l3 g0d)

    as someone pointed out the chokepoint just north of the powerplant has GOT TO GO. what could help solve this is turn the corridor going east of the weapon depot so that it links up with the engine room, then move the top part of the resulting T junction a little east, and you'll have your r_speeds problem mentioned above fixed. here is a tesxt pic of the new "bottle neck" (hopes ascii art comes out okay)

                        |              MS
              ER-----SA             |
               |       _|-----------|
      WD---|      |
                      |
                     PP




    I don't have any problems with your node placement thou

    you also probably need a vent connection between the south and the southeast hive also.

    It's actually a pretty good layout, keep up the SSs!!!!
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