That's a start, but you can do better. It does take some time though to realize what needs to be done and how as that is the one thing that differs from mapper to mapper.
I suggest reading some old Half-Life style guides, <a href='http://collective.valve-erc.com/index.php?doc=1046751099-59301900' target='_blank'>guide 1</a> and <a href='http://collective.valve-erc.com/index.php?doc=1046751125-43592600' target='_blank'>guide 2</a>
The ideas there can be applied for any mod. You don't just want boxes. You want to create the room itself, rather than making a hollow box, and filling it with detail.
Lol yeah, brute_force is right, you need at least vents going directly between each hive and corridors a little further down from it. I don't particularly want to promote funmap heuristics though, i'd recommend starting afresh with maybe .. a co map.
<!--QuoteBegin-Rendy.[CZech]+Oct 1 2004, 10:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rendy.[CZech] @ Oct 1 2004, 10:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This is "fun" map ? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> this is the begining of the map and isnt a fun map is my 3 try to make a nsmap. and i reshape all map 3 times and now im making with the brush work i take like 6 horus brushing every stuff and testing, im tired and im researching and tuding the maps, i know is very hard make 1 map and im trying and learning.
Maybe you should just try and make one really good room for now, rather than a whole map. Then when your done make another room, totally unrelated to the first.
After a while of doing this then try and make a combat map, before trying a classic map.
i make some new wads , not new really only i get a {alfa insfested wad and put over the wads i wanna mix and make new ones. i think is really good now the sieve room.
I mean, first all of all, the textures don't quite fit. A big rocky cave with some square chunks of infestation.. why would there be a random, clean cave with some blocks of infestation in it? Add some infestation on the walls. Also add some more detail. I don't see how people can actually call that mine camp. It's just big hollow block with a rock texture.
Secondly, you only used 5 textures. Are you even trying? From what I can see you didn't even align the other part of that red light correctly.
Thirdly, we don't want any hammer shots. Get some compiled stuff..
I mean, first all of all, the textures don't quite fit. A big rocky cave with some square chunks of infestation.. why would there be a random, clean cave with some blocks of infestation in it? Add some infestation on the walls. Also add some more detail. I don't see how people can actually call that mine camp. It's just big hollow block with a rock texture.
Secondly, you only used 5 textures. Are you even trying? From what I can see you didn't even align the other part of that red light correctly.
Thirdly, we don't want any hammer shots. Get some compiled stuff.. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> After make some new wads and aply on map:
It's better, but it is too monochrome. If it's all the same colour then detail gets lost in the background and it is less pleasing to the eye.
I find it's much easier to make a room how it would look without infestation, then add it on top. Seeing as you're adept at 'remixing' textures to add infestation, it shouldn't be too difficult to make a clean room, then infest it afterwards.
EDIT: Was replying as you posted up the stage1/stage2 flicker. We know what flickering lights look like so we don't need pictures of each frame!
Keep practicing. Put down the map your working on, save your ideas and thoughts for another time, and concentrate on refining your mapping skills.
You can map a house with all the details you want(wall trim, door trim, doors, hinges, windows, furniture whatever you can imagine) and cover it all with a wood texture and it will still look like a pile of wood at the end of the day.
You need to find textures that will work for whatever geometric shape your wanting to make, and not do all the brush work and then slapping on some generic metal texture that doesn't define the individual brushes at all.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> THE FINAL VERTEX USE AND BETTER WORK NO MORE THOSAND OF VERTEX POLYS.
<!--QuoteBegin-Olmy+Oct 4 2004, 04:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Oct 4 2004, 04:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You're gonna get a coplanar error on some of those brushes. Check the errors thread in mapping help and trouble shooting and you'll see what i mean. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> no all is working good in game look...
To be honest, I'm not sure what you're trying to show us in any of these images. If you zoom out you can see a room boxed out with some kind of brushwork in the center, but when you zoom in to any particular spot, I have trouble telling what I'm looking at. Mapping is a hobby that takes a lot of time and patience to master. I would suggest that you work on some regular, uninfested areas for now to work on your skills on them so that you can make something that is actually identifiable then once you've improved some, go back and work on the alien areas because I really can't make much out of these images.
Comments
I suggest reading some old Half-Life style guides, <a href='http://collective.valve-erc.com/index.php?doc=1046751099-59301900' target='_blank'>guide 1</a> and <a href='http://collective.valve-erc.com/index.php?doc=1046751125-43592600' target='_blank'>guide 2</a>
The ideas there can be applied for any mod. You don't just want boxes. You want to create the room itself, rather than making a hollow box, and filling it with detail.
Instant marine win.
[edit] why is jezpuh not suspended yet?
Instant marine win. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Lies.
this is the begining of the map and isnt a fun map is my 3 try to make a nsmap. and i reshape all map 3 times and now im making with the brush work i take like 6 horus brushing every stuff and testing, im tired and im researching and tuding the maps, i know is very hard make 1 map and im trying and learning.
After a while of doing this then try and make a combat map, before trying a classic map.
I mean, first all of all, the textures don't quite fit. A big rocky cave with some square chunks of infestation.. why would there be a random, clean cave with some blocks of infestation in it? Add some infestation on the walls. Also add some more detail. I don't see how people can actually call that mine camp. It's just big hollow block with a rock texture.
Secondly, you only used 5 textures. Are you even trying? From what I can see you didn't even align the other part of that red light correctly.
Thirdly, we don't want any hammer shots. Get some compiled stuff..
I mean, first all of all, the textures don't quite fit. A big rocky cave with some square chunks of infestation.. why would there be a random, clean cave with some blocks of infestation in it? Add some infestation on the walls. Also add some more detail. I don't see how people can actually call that mine camp. It's just big hollow block with a rock texture.
Secondly, you only used 5 textures. Are you even trying? From what I can see you didn't even align the other part of that red light correctly.
Thirdly, we don't want any hammer shots. Get some compiled stuff.. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
After make some new wads and aply on map:
I find it's much easier to make a room how it would look without infestation, then add it on top. Seeing as you're adept at 'remixing' textures to add infestation, it shouldn't be too difficult to make a clean room, then infest it afterwards.
EDIT: Was replying as you posted up the stage1/stage2 flicker. We know what flickering lights look like so we don't need pictures of each frame!
You can map a house with all the details you want(wall trim, door trim, doors, hinges, windows, furniture whatever you can imagine) and cover it all with a wood texture and it will still look like a pile of wood at the end of the day.
You need to find textures that will work for whatever geometric shape your wanting to make, and not do all the brush work and then slapping on some generic metal texture that doesn't define the individual brushes at all.
THE FINAL VERTEX USE AND BETTER WORK NO MORE THOSAND OF VERTEX POLYS.
no all is working good in game look...