<!--QuoteBegin-JimBowen+Sep 14 2004, 08:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JimBowen @ Sep 14 2004, 08:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I love the look of the map, its just beautiful.
Once request. Put in thinks that make life difficult for marines, e.g lifts and of course, rotating doors. I see a lot of beauty in that map, but for game play, everything looks a little average. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I agree. My beef with Sava is that, although it's visually stunning, it is somewhere between average and slightly sub-par in terms of gameplay. The hive is too marine-friendly.. in fact, the whole map is kinda marine friendly. So, I'd say make sure you give this map a LOT of playtest time, with lots of different groups of people, to make sure you work out the balance issues. But visually, your work is awesome.
Green = Vents, but I'm not going to make all of them...
As for the map being marine-ish, I'm going to correct that when making new areas, the other areas were done before sava went official, so I didn't really think about that at all <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I focus a bit too much on the visual aspect of my maps. And that has been a problem for me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Tell us when its done man, and I'll download it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
As I said before, the last pic looks fantastic, and if you can crank out more like that one I will play your map most of the time.
Two WIP pics of something people might remember <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
well, now that I got rid of sava and bast (for now) I'm working on this thing again, although HL2 is near... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Edit: it seems I used the wrong gamma correction value and it's looking very bright, argh, it should be a bit darker, not much, though.
Ack! The slave has escaped from working on sava and bast! SECURITY!!!
I mean... that looks nice. Keep it up. <!--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-->
HA. My nanotech texture strikes back <!--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-->. I've always liked this room anyway, so..
love the artbyfeng concept lookalike <!--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--> great work
yeah, i have to agree. i've always had a problem with poorly placed res nodes... lik the ones koby mentioned... ones that are 'balancing' on a pipe... no... put something underneath the node to make it look as if it should be there, as if there is a reason for the lip around the opening. for move it farther away from the wall. but please, don't put a res node with nothing beneath it.
that said, i have, and always will, love that nanotech thingamajig.
<!--QuoteBegin-Belgarion+Nov 2 2004, 08:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Belgarion @ Nov 2 2004, 08:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yeah, i have to agree. i've always had a problem with poorly placed res nodes... lik the ones koby mentioned... ones that are 'balancing' on a pipe... no... put something underneath the node to make it look as if it should be there, as if there is a reason for the lip around the opening. for move it farther away from the wall. but please, don't put a res node with nothing beneath it.
that said, i have, and always will, love that nanotech thingamajig. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> There's glass, the gamma correction has made everything SO DAMN BRIGHT you can't see there's glass in there. It's not floating magically.
For that little "extra something", add haze.spr(scale 3 and above) in fitting situations. It works wonders, although it does get a bit cheesy if you use it very often.
<!--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--> put details inside of the ceiling.
<!--QuoteBegin-@egis+Nov 3 2004, 09:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (@egis @ Nov 3 2004, 09:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Crap all over the ceiling is a pain in the **** for skulks. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Not if its entirely one level. I also think the ceiling could do with some work, but apart from that everything else is great, and the colours in that corridor are really brilliant. Glad someone else realised how great the newcomp textures are <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
<!--QuoteBegin-carioca+Nov 3 2004, 12:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ Nov 3 2004, 12:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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--> put details inside of the ceiling. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Nope, I tried that when I was originally building the area and it destroyed the smooth transition of textures.
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--QuoteBegin-Plaguebearer+Nov 3 2004, 12:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Plaguebearer @ Nov 3 2004, 12:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> artbyfeng! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It seems that site has a bit of a history with ns maps
Comments
Once request. Put in thinks that make life difficult for marines, e.g lifts and of course, rotating doors. I see a lot of beauty in that map, but for game play, everything looks a little average. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I agree. My beef with Sava is that, although it's visually stunning, it is somewhere between average and slightly sub-par in terms of gameplay. The hive is too marine-friendly.. in fact, the whole map is kinda marine friendly. So, I'd say make sure you give this map a LOT of playtest time, with lots of different groups of people, to make sure you work out the balance issues. But visually, your work is awesome.
the last shot = realy nice though
keep working and lets see how this comes out
As for the map being marine-ish, I'm going to correct that when making new areas, the other areas were done before sava went official, so I didn't really think about that at all <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I focus a bit too much on the visual aspect of my maps. And that has been a problem for me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
As I said before, the last pic looks fantastic, and if you can crank out more like that one I will play your map most of the time.
Two WIP pics of something people might remember <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
well, now that I got rid of sava and bast (for now) I'm working on this thing again, although HL2 is near... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Edit: it seems I used the wrong gamma correction value and it's looking very bright, argh, it should be a bit darker, not much, though.
I mean... that looks nice. Keep it up. <!--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-->
great work
that said, i have, and always will, love that nanotech thingamajig.
that said, i have, and always will, love that nanotech thingamajig. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
There's glass, the gamma correction has made everything SO DAMN BRIGHT you can't see there's glass in there. It's not floating magically.
Or.. not.
Or.. not. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Its not your desicion to make <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
not needed
not needed <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Agreed. But like Alien says, its up to Mendasp.
Not if its entirely one level. I also think the ceiling could do with some work, but apart from that everything else is great, and the colours in that corridor are really brilliant. Glad someone else realised how great the newcomp textures are <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
Or.. not. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Its not your desicion to make <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I didn't say it was one <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
Nope, I tried that when I was originally building the area and it destroyed the smooth transition of textures.
It seems that site has a bit of a history with ns maps
(Foreboding Antechamber anyone?)