Ns_quake

zaiLLehzaiLLeh Join Date: 2004-05-30 Member: 29000Members
edited June 2004 in Mapping Forum
<div class="IPBDescription">Due for release this friday.</div> Below are some screenshots of the map ns_quake. Still in its early stages, the beta for this map is due for release this Friday. This release will be to get feedback for possible improvements. Is it balanced? Where are some spots that could be improved etc. On release this Friday many of the halls may still be simple and uninteresting. As I have reached my texture limit for the map I have to stick with already used texures to come up with desired effects, makes for a good challenge. As I have nowhere to host the finished product, email me if you want to get the map. (ill_be_here_forever@hotmail.com)
Without further adu:

<a href='http://xael.50megs.com/ns_quake.htm' target='_blank'>Here it is!</a>

Comments

  • FreezerFreezer Join Date: 2004-05-11 Member: 28601Members
    edited June 2004
    Well it's solid work.

    Doesn't look mad but it's still far away from awsomeness.
    Try to add more details like pipes, railings, and 'dynamic' objects like weldable entrances or roun spinning flickering generators.
    Your architecture looks like you have a lot of room for more polygons.

    Besides that, the layout is fantastic (in the original state).
    Doubleres is well placed, visblocking is good.
    Perhaps 11 resnodes are alittlebit much. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    Keep it up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    /edit:<b>read, then post! read, then post!!</b> ok forget what I said.
  • usernameusername Join Date: 2004-06-22 Member: 29473Members
    wow, very nice work! reminds me of veil. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • zaiLLehzaiLLeh Join Date: 2004-05-30 Member: 29000Members
    edited June 2004
    Considering this is the first map I have made for NS - in fact, first map for any game - I'm trying to keep it simple till I get a bit more experienced. However, thank you for the ideas and suggestions; they have been noted.

    Edit: Indeed, read before post, Freezer. It is a common mistake <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->. Still your suggestions are welcome. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • TheGuyTheGuy Join Date: 2003-08-09 Member: 19295Members, Constellation
    I was expecting to see lava and gothic scenery like in quake when I first read the title. But this is looking pretty good. The layout is solid. South hall looks a little bland though with nothing for skulks to hide behind. Maybe put up some knocked down debris, or a vent or something to provide some cover.

    Keep up the good work
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    I can say that i was hoping to see some q1 logos or some thing but the map is realy nice i cant belive its your first. Realy nice work.
  • DerangedDeranged Join Date: 2004-04-07 Member: 27774Members
    great work for a first try, but now is the time when you play around. The map needs more of a mood/atmosphere to it. As stated in the reply, work with some lighting and add detial, pipes etc, to make it feel like someone actually used this place <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->..

    The cargo area is a good example of where you did something like that, with all the containers stacked very high up. Note taht doesn't mean place containers everywhere <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • zaiLLehzaiLLeh Join Date: 2004-05-30 Member: 29000Members
    lol... Yeah, I'm not about to stack containers in every corner. This is the beta of it and I plan to add more to it.... I've been working on the basic structure all day. After I release it and play a few games on it to see how everything flows I'll maybe change the layout of the halls a bit and add extra stuff in. Oh, and there is a vent in south hall. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Sign In or Register to comment.