My Ns:c Map
insta
Join Date: 2004-06-19 Member: 29395Members
Here's a Combat map I've been working on for some while, on and off.
It's not really a priority anymore after I joined Nightwatch, but I want to finish and release it.
It's set in some generic futuristic place. I haven't really focused on creating a "real place", I'm more concerned with gameplay.
It has two opposing spawns, with a main chokepoint in the middle, and two routes from each spawn reaching the middle. Each route is made for different player classes, you have the wide and tall route for Onos, Jetpacks and Lerks, then you have a close combat route suitable for Shotguns, Skulks and so on.
Ok, enough talking. Here are some pictures.
<img src='http://insta.hl-nightwatch.net/img/maps/co1lrg.jpg' border='0' alt='user posted image' />
The Marine spawn.
<img src='http://insta.hl-nightwatch.net/img/maps/co2lrg.jpg' border='0' alt='user posted image' />
The Readyroom. This area needs <i>alot</i> of work on the lighting.
<img src='http://insta.hl-nightwatch.net/img/maps/co3lrg.jpg' border='0' alt='user posted image' />
A part of the middle chokepoint.
<img src='http://insta.hl-nightwatch.net/img/maps/co4lrg.jpg' border='0' alt='user posted image' />
A maintenance hallway.
Well, hope you like the map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
It's not really a priority anymore after I joined Nightwatch, but I want to finish and release it.
It's set in some generic futuristic place. I haven't really focused on creating a "real place", I'm more concerned with gameplay.
It has two opposing spawns, with a main chokepoint in the middle, and two routes from each spawn reaching the middle. Each route is made for different player classes, you have the wide and tall route for Onos, Jetpacks and Lerks, then you have a close combat route suitable for Shotguns, Skulks and so on.
Ok, enough talking. Here are some pictures.
<img src='http://insta.hl-nightwatch.net/img/maps/co1lrg.jpg' border='0' alt='user posted image' />
The Marine spawn.
<img src='http://insta.hl-nightwatch.net/img/maps/co2lrg.jpg' border='0' alt='user posted image' />
The Readyroom. This area needs <i>alot</i> of work on the lighting.
<img src='http://insta.hl-nightwatch.net/img/maps/co3lrg.jpg' border='0' alt='user posted image' />
A part of the middle chokepoint.
<img src='http://insta.hl-nightwatch.net/img/maps/co4lrg.jpg' border='0' alt='user posted image' />
A maintenance hallway.
Well, hope you like the map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Comments
Me too.
Me too. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
me too.
Haha, haven't really decided on a name yet.
r0x
Me too. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
me too. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Me three. Four.
I would disagree the lighting as blueman already said is "realistic", looks like the sorta environment that humans could actually work in. I would stick wiff it.
anyhow keep up the amazing work! can't wait to see/play this one <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I would disagree the lighting as blueman already said is "realistic", looks like the sorta environment that humans could actually work in. I would stick wiff it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
This isn't real life, however. The object of a map's lighting in an NS map is to be both functional and pretty, and quite a few areas in the screenshots have extremely bland, however functional, lighting.
I would disagree the lighting as blueman already said is "realistic", looks like the sorta environment that humans could actually work in. I would stick wiff it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This isn't real life, however. The object of a map's lighting in an NS map is to be both functional and pretty, and quite a few areas in the screenshots have extremely bland, however functional, lighting. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I agree. I had to light the whole map last night, and only had time to do one compile (1 hour 30 minute compile time :S). I will continue to make the lighting more dramatic and "professional", in my opinion, the first 3 screenshots look very "flat" and boring, which of course I will fix :)
I would disagree the lighting as blueman already said is "realistic", looks like the sorta environment that humans could actually work in. I would stick wiff it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This isn't real life, however. The object of a map's lighting in an NS map is to be both functional and pretty, and quite a few areas in the screenshots have extremely bland, however functional, lighting. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I agree. I had to light the whole map last night, and only had time to do one compile (1 hour 30 minute compile time :S). I will continue to make the lighting more dramatic and "professional", in my opinion, the first 3 screenshots look very "flat" and boring, which of course I will fix <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
ack well i just thought it wuz a nice change to the usual colourful maps that are
made for ns....meh....