Ns_metalurgy
carioca
Join Date: 2003-09-02 Member: 20511Members
<div class="IPBDescription">ore transportation: status: OK</div> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
after read the really good tips i make the inside game screens after take 4 hours finding leaks.
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
i hope enjoy and i wanna really make a sequence the mine to refinary to metalurgy. The mine camp are a suplier for marines industry weapons and equipment this base industry is very important. so the marines need resolve their troubles with some kind of plague or infestation in the ore dig.
the basic build have a water source that suplie a water treatment and then the water to cooling system of the machines in the refinary process and the metalurgy. the water suply the local dinner and are storage to suply marines with the pure water. the air filtration clean the air for the air ventilation to suply the mine camp trough the duts tree and to clean the smoke of the mechanical steam power. the dig systen is a maze very deep and straight with a air suplie. Near the mine have the ore transportation to launch ore to refinary and stairs acess.
i need some help, how i could make the minimap?
What is the better distance of the middle hamer z axis for the comander view?
the marines start firstly of the storage but a change of my mind for a whole industry map for a basic industry and place the marines in the spaceport where the ingots are loaded and the suplies arrive, and what am i could do and justify to bea truly place and isnt a fun map?
after read the really good tips i make the inside game screens after take 4 hours finding leaks.
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
i hope enjoy and i wanna really make a sequence the mine to refinary to metalurgy. The mine camp are a suplier for marines industry weapons and equipment this base industry is very important. so the marines need resolve their troubles with some kind of plague or infestation in the ore dig.
the basic build have a water source that suplie a water treatment and then the water to cooling system of the machines in the refinary process and the metalurgy. the water suply the local dinner and are storage to suply marines with the pure water. the air filtration clean the air for the air ventilation to suply the mine camp trough the duts tree and to clean the smoke of the mechanical steam power. the dig systen is a maze very deep and straight with a air suplie. Near the mine have the ore transportation to launch ore to refinary and stairs acess.
i need some help, how i could make the minimap?
What is the better distance of the middle hamer z axis for the comander view?
the marines start firstly of the storage but a change of my mind for a whole industry map for a basic industry and place the marines in the spaceport where the ingots are loaded and the suplies arrive, and what am i could do and justify to bea truly place and isnt a fun map?
This discussion has been closed.
Comments
the amazing cooling systen, smelter and furnace stuff.
But.
You really should learn to map much more before you post your maps here. Some people don't take too kindly to new mappers showing their start.
You should start to expirament with different lighting and textures, especially map details are needed. Good start to mapping, just keep learning.
Nothing really to comment on - sort of reminds me of a doom deathmatch level (doom 1 that is) except it's missing the skulls, flaming pentagrams and all that other evil stuff..
i hope this map is in its very early stages and your going to tell us that your going to add a lot more detail.
now telling right i m sick and i will try again soon.
Posting those shots probably wasn't nessecary but your learning how to map. Keep working on it. Like Hanz said, I probably could do about the same thing with the unreal editor right now. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
In fact, it's usually better if you start out by making your map in null texture, and then texturing what you want to be visible in-game(which is every face(texture) on the inside of the map, since otherwise you get a weird effect known as "hall of mirrors" which is to be avoided at all costs).
To be frank, it's horrible, boxy architecture, no thought given to texturing whatsoever, bland lighting, etc, etc, etc.
I know, you're new, but i would strongly suggest not releasing any screenshots or making any threads about a map which is so dire. Read up on the FAQs and search some tutorials, learn to map for a few months. After that, make a map, scrap it because it's crap. It's instantly crap since it's your first. Now you're onto the second map, work on that a few months, THEN release screenshots when you've developed some description of skill.
<img src='http://www.unknownworlds.com/forums/uploads//post-5-1063117385.jpg' border='0' alt='user posted image' />
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=46566&st=0' target='_blank'>*ahem*</a>
He's brazilian, so you have to use portuguese, not spanish.
And that text sounds like an online translator anyways.
He's brazilian, so you have to use portuguese, not spanish.
And that text sounds like an online translator anyways. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Kobayashi got shot down!