Ns_sekhmet Screenies

ToothyToothy ir-regard-less Join Date: 2003-02-12 Member: 13447Members, Constellation
My finished map, but I'd prefer not to release the map itself just yet since I hope to submit it for pting.

Screenshots:

An outside view that's not actually possible to attain in the map, this was done using noclip but it looks nice.
<img src='http://www.toothy.jolt.co.uk/ns_sekhmet01.jpg' border='0' alt='user posted image' />

The same area, Marine Start, but from the inside.
<img src='http://www.toothy.jolt.co.uk/ns_sekhmet02.jpg' border='0' alt='user posted image' />

One of the res nodes near MS, called Echo Intersection.
<img src='http://www.toothy.jolt.co.uk/ns_sekhmet03.jpg' border='0' alt='user posted image' />

One of the 'siege room' access points to a hive called Water Treatment.
<img src='http://www.toothy.jolt.co.uk/ns_sekhmet04.jpg' border='0' alt='user posted image' />

The Water Treatment hive itself.
<img src='http://www.toothy.jolt.co.uk/ns_sekhmet05.jpg' border='0' alt='user posted image' />

'Entropic Processing', a res node outside the hive.
<img src='http://www.toothy.jolt.co.uk/ns_sekhmet06.jpg' border='0' alt='user posted image' />

Athena Walkway, one of the main conflict points in the map.
<img src='http://www.toothy.jolt.co.uk/ns_sekhmet07.jpg' border='0' alt='user posted image' />

The Infirmary, the res node in the centre of the map.
<img src='http://www.toothy.jolt.co.uk/ns_sekhmet08.jpg' border='0' alt='user posted image' />

Sekhmet Foyer, a small conflict point that branches off to two hives.
<img src='http://www.toothy.jolt.co.uk/ns_sekhmet09.jpg' border='0' alt='user posted image' />

The middle hive, called Unloading Bay.
<img src='http://www.toothy.jolt.co.uk/ns_sekhmet10.jpg' border='0' alt='user posted image' />

Same place different view.
<img src='http://www.toothy.jolt.co.uk/ns_sekhmet11.jpg' border='0' alt='user posted image' />

A route to one of the hives, called 'Sombre Overpass'.
<img src='http://www.toothy.jolt.co.uk/ns_sekhmet12.jpg' border='0' alt='user posted image' />

The final hive, called 'Inner Sanctum'.
<img src='http://www.toothy.jolt.co.uk/ns_sekhmet13.jpg' border='0' alt='user posted image' />

Access to the final hive, also a siege point, named 'Outer Sanctum'.
<img src='http://www.toothy.jolt.co.uk/ns_sekhmet14.jpg' border='0' alt='user posted image' />

A res node on the other side of MS, called 'Supernal Chamber'.
<img src='http://www.toothy.jolt.co.uk/ns_sekhmet15.jpg' border='0' alt='user posted image' />

'Subtle Inclination', leading up to previous res node.
<img src='http://www.toothy.jolt.co.uk/ns_sekhmet16.jpg' border='0' alt='user posted image' />

Comments

  • kabuumkabuum Join Date: 2004-07-25 Member: 30108Members
    I must say I like this map. This map seems to have piece of realism still. Those windows and stuff, I am just loving it.
    I hope to play it one day.
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    <3 unloading bay. easily the most exciting part of the map. The architecture seems pretty good all around but there's a lack of useless details.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    Aye... it's... green?

    NICE use of the green lighting <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Very few people seem to use that smecksy green colour 0o'


    I'd be interested in playtesting... go to nd.grumpyland.com and post the request on the forums (you need to register) OR go to www.2frag4fun.com and post there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> either one I'd be willing to help with <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • Mr_JeburtOMr_JeburtO Join Date: 2003-08-29 Member: 20340Members
    is t just me or do those rooms look abit to open?

    if im wrong tell me plz
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    You're using generic textures.

    Please, don't.

    The lighting is bland as well, generally it has a bland feel to it. Nothing too exciting, though that first outside shot was pretty nice.

    ~ DarkATi
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    same as ati. and the architecture looks pretty blocky in some parts of the map. cutting up some brushes to "guide" the eye of the spectator would help here.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    True... not the most interesting...

    but certainly it is eerily realistic 0o


    in a Sci-Fi way
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    0y, outside w_polys looks > 1000
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited October 2004
    When I looked at first shot I thought this is something very unoriginal and cool. Afterwards I realised that architecture being quite simple it still looked very interesting and fascinating. I think that outdoors darkness vs indoors brightness + white glows + snowing summed it up.

    I don't know what "generic textures" means, but I have to agree that I don't really like the result with those textures. I have seen this same effect in some other maps too. It could be just that the lighting is very uninteresting and lacks contrast, but I doubt that is the main reason. If you, with "generic textures", mean the texturing style in outer sanctum (the cs style when you use same texture over and over again covering groups of brushes) then I agree too.

    The main reason I think people have avoided using colours like green or light red is that they are very hard to get fit with ns textures. Myself, I find it very problematic to find a good colour lighting for that black ns2.wad texture. That is why I don't like using it. :/

    [OT]
    and for the realism's sake.. I still see many "useless" rooms in this map (like all the other). This part of the post was directed to Kabuum.
    [/OT]
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    <!--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--> minimap, vents, pipes...<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
    tell me what texture u using in the glas and settings i wanna that config glas on my dome farm =D
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    generic textures are a hl relic in my eyes. they were used to quickly cover large brushes without any details that could indicate tiling (too much). I dont know why this textures had also been added to the ns wads because they look crappy, no matter how they are placed. and we are talking about "over-usage" HERE <!--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-->
  • ToothyToothy ir-regard-less Join Date: 2003-02-12 Member: 13447Members, Constellation
    Find me an NS map that doesn't use them :-)
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Athena gets a whole walkway. What does bob get? NOTHING. I'm jealous! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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