<!--QuoteBegin-JezPuh+Mar 14 2004, 10:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Mar 14 2004, 10:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The last one, didn't it used to be less stall (or whatever the word is) than that? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yeah.. that does look a little steeper than the original.
I'm sure it's just the camera angle playing tricks on us <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
I still feel the contrast is a lil higher than the original. This seems like a blend of todays lighting styles and umm, older ones. Now, a lot of maps are higher contrast, colorful, and higher gamma. Maps used to not be like this. These few shots seem like a blend.
I think it goes without saying the lighting is WIP <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
A few things i've noticed looking at these screens that i'll fix: **** texture alignment all over the shop and the lack of any infestation on the floor of the back wall.
Other than that feel free to comment <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I'm already aware of the blatent texture alignment issues. That can be handled later, right now we just want to get this bad boy all complete so we can go into ultimate tweak and improve mood when i can fix all that stuff! It's surprisingly hard to align a 512x256 infestation texture accross those sort of surfaces and my brain hurt already <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Feedwater could use a brand new vent, in the wall behind the hive(according to the model, behind the second shot), leading to the corridor between furnace and atmos.
1) If marine start requires another entrance to aid the end game (which I think it does) perhaps make a nice big corridor heading over engine room corridor to a room the opposite side, making use of the other revolving door.
2) A vent in the pit at the back of engine room hive to run under main after and come out under the catwalk, preferably with a small platform to aid entering and exiting the vent. This would allow for sneaky entrance and exit of the hive. Especially if main aft is lames/turreted to hell.
3) Feedwater hive water is very hard to get into or out of with the bigger hive boxes. Make the hole larger on at least one side or raise the hive up a bit.
4) Sloped entrance to refinery can lead to hour long battles of lame vs seige/gl. Put a ladder on one side of it, or a vent above the junction where marines would seige from.
Obviously priority one is to finish the recreation but I think these are suggestions for improvements worth considering.
<i>If marine start requires another entrance to aid the end game (which I think it does) perhaps make a nice big corridor heading over engine room corridor to a room the opposite side, making use of the other revolving door.</i>
Whoa, you are talking about a major change here. As well as the level-over-level considerations, it would seem a bit odd having both those airlocks lead to the same place. Having said that MS does need an easier entrance of some sort, but it's going to be really tricky to figure out how (without breaking the essential character of the map).
<i>A vent in the pit at the back of engine room hive to run under main after and come out under the catwalk, preferably with a small platform to aid entering and exiting the vent. This would allow for sneaky entrance and exit of the hive. Especially if main aft is lames/turreted to hell.</i>
I like this.
...
Now for my thoughts regarding the spawn point on top of the feedwater hive: Personally I would like to see this kept in, providing you tweak the space a bit to make it easier to get down. I shouldn't think this would be too difficult TBH, skulks are not that big. Leading on from this, I would like to resurrect an earlier suggestion to have a vent which emerges in the little hollow above the hive, near the spawn point in question. It would make a very nice sneaky entrance.
<!--QuoteBegin-venomus+Mar 15 2004, 03:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (venomus @ Mar 15 2004, 03:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now for my thoughts regarding the spawn point on top of the feedwater hive: Personally I would like to see this kept in, providing you tweak the space a bit to make it easier to get down. I shouldn't think this would be too difficult TBH, skulks are not that big. Leading on from this, I would like to resurrect an earlier suggestion to have a vent which emerges in the little hollow above the hive, near the spawn point in question. It would make a very nice sneaky entrance. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> No, skulks are not that big, but an ONOS is. Ever heard the term Redemption? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
And yes, feedwater is looking kinda green, but it's nice.
ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
edited March 2004
Level over level can be done if done properly. Usually with a see through grating and narrow walkway. I have seen this done a few times before with ns maps and it works out pretty well. Don't know if it would work spanning a "catwalk" that distance would really work well. Or u could just keep the walkway narrow enough so the comm can still drop stuff in the engine halls, IE comm moves a lil and can drop at an angle.
<i>No, skulks are not that big, but an ONOS is. Ever heard the term Redemption?</i>
OK, that is a good point <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> Never seen it happen to anyone, must be funny to see an onos stuck on the ceiling.
<i>Level over level can be done if done properly. Usually with a see through grating and narrow walkway</i>
In this case I think the idea was to have pretty wide hallway to make end game onos rushes viable.
Comments
Yeah.. that does look a little steeper than the original.
Great work, all!
great work.
also, might i suggest getting rid of the rotating door please!
A few things i've noticed looking at these screens that i'll fix: **** texture alignment all over the shop and the lack of any infestation on the floor of the back wall.
Other than that feel free to comment <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
lovely work Mendasp and crew, youre doing everyone a great job with this classic map.
I can't really comment on anything else cause i just can't get past that bright green, definitly a WIP. but i think everything else is good.
1)
If marine start requires another entrance to aid the end game (which I think it does) perhaps make a nice big corridor heading over engine room corridor to a room the opposite side, making use of the other revolving door.
2)
A vent in the pit at the back of engine room hive to run under main after and come out under the catwalk, preferably with a small platform to aid entering and exiting the vent. This would allow for sneaky entrance and exit of the hive. Especially if main aft is lames/turreted to hell.
3)
Feedwater hive water is very hard to get into or out of with the bigger hive boxes. Make the hole larger on at least one side or raise the hive up a bit.
4)
Sloped entrance to refinery can lead to hour long battles of lame vs seige/gl. Put a ladder on one side of it, or a vent above the junction where marines would seige from.
Obviously priority one is to finish the recreation but I think these are suggestions for improvements worth considering.
Whoa, you are talking about a major change here. As well as the level-over-level considerations, it would seem a bit odd having both those airlocks lead to the same place.
Having said that MS does need an easier entrance of some sort, but it's going to be really tricky to figure out how (without breaking the essential character of the map).
<i>A vent in the pit at the back of engine room hive to run under main after and come out under the catwalk, preferably with a small platform to aid entering and exiting the vent. This would allow for sneaky entrance and exit of the hive. Especially if main aft is lames/turreted to hell.</i>
I like this.
...
Now for my thoughts regarding the spawn point on top of the feedwater hive: Personally I would like to see this kept in, providing you tweak the space a bit to make it easier to get down. I shouldn't think this would be too difficult TBH, skulks are not that big.
Leading on from this, I would like to resurrect an earlier suggestion to have a vent which emerges in the little hollow above the hive, near the spawn point in question. It would make a very nice sneaky entrance.
Leading on from this, I would like to resurrect an earlier suggestion to have a vent which emerges in the little hollow above the hive, near the spawn point in question. It would make a very nice sneaky entrance. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No, skulks are not that big, but an ONOS is. Ever heard the term Redemption? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
And yes, feedwater is looking kinda green, but it's nice.
Or u could just keep the walkway narrow enough so the comm can still drop stuff in the engine halls, IE comm moves a lil and can drop at an angle.
OK, that is a good point <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> Never seen it happen to anyone, must be funny to see an onos stuck on the ceiling.
<i>Level over level can be done if done properly. Usually with a see through grating and narrow walkway</i>
In this case I think the idea was to have pretty wide hallway to make end game onos rushes viable.