<!--QuoteBegin-Minotaur0+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Minotaur0)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Looks very repetitive and too open<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I disagree. The angle at which he is taking the pictures makes them seem open, but neither shot looks that repetitive - there is change in level, texture and cover throughout, and each room has a few seperate features to it. The first shot in partcular would be perfect once the ceiling and that far wall is broken up a little.
As for the second shot, the mapping sound, but the room lacks pizazz... a bit of contrasting lighting and some texture tweaking would sort that out.
Your maps might be good Minotaur0, but that doesn't give you the right to leave such unfounded, blunt and somewhat incorrect criticism in a forum that you have hardly made a name in yet <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.
Marcos, both of those shots look excellent - nice colour scheme and texture use <!--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-->
Alien, a lot of your shots seem to lack cohesion and a definite theme... on the one hand they seem techy, but on the other hand they seem empty and ignored - those three shots just don't do it for me <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin-Cobra^+Nov 5 2004, 08:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cobra^ @ Nov 5 2004, 08:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Minotaur0+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Minotaur0)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Looks very repetitive and too open<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I disagree. The angle at which he is taking the pictures makes them seem open, but neither shot looks that repetitive - there is change in level, texture and cover throughout, and each room has a few seperate features to it. The first shot in partcular would be perfect once the ceiling and that far wall is broken up a little.
As for the second shot, the mapping sound, but the room lacks pizazz... a bit of contrasting lighting and some texture tweaking would sort that out.
Your maps might be good Minotaur0, but that doesn't give you the right to leave such unfounded, blunt and somewhat incorrect criticism in a forum that you have hardly made a name in yet <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.
Marcos, both of those shots look excellent - nice colour scheme and texture use <!--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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> oh I'm just giving my opinion buddy, it felt really repetitive (the textures that is) and open to me. Tell me how a skulk could kill a marine on that first pic ? Unless he was campering or the marine was very nub he would be shot down very quickly. There isnt enough cover and variety on that pic.
oh and much luv for this lighting marco~blaz~~@ <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
That's pretty hot Marcos, I like it a lot. <!--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-->
@Perso: It is too open for an average room, but if it's in a location that calls for an open room for balance issues then it can stand. The ramp-right corridor looks quite flat and boxy, the other area's OK. I'd suggest having some sort of cool brushwork (machinery type/computer display unit) hanging from the ceiling in Pic#1 to make it less open.
@Marcos: Pretty nice but I don't like the weird 1 unit sunken hexagon. Trim it and make it more of a feature (what is it anyway? -that alcove is dying for a Resource Node imo) .
Thanks for the comments. I have plenty of ideas for filling up that open area. I've tried one, but now that you meantioned stuff hanging from the ceiling, I think I can fully imagine the area. I'm currently trying to learn some MilkShape which is going to take some time, but I wont leave that room as is until I'm at least semi-pleased with it. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteBegin-amckern+Nov 7 2004, 11:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Nov 7 2004, 11:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That 1st one looks like a halo 1 shot, but they all look good (not as good as nay imo) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Why are you comparing his shots to Nay's? Doing so is totally useless and actually quite offensive to him, it's like me saying your ZHLT coding is good, but just not as good as Cageys. This statement is unecessary and actually sums up your existance on this board: both in-coherent and somewhat offensive.
Minotaur0, contrary to what I said early I personally find that those shots to be excellent, and your mapping is definitely very nice. Welcome <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->, plus your maps are as good as Nays, your website holds the evidence pointing towards this.
Your maps are good, and your sky maps are as well (Gona test one out soon), i personaly like your 3dmx render, alot of work was put into this, keep it up!
Ya guys thanks, I love nays work and I'm not offended at all <!--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'll need some help with the particle systems btw ;o~~ I set up the velocity shape as sphere and I guess that its bugous cuz it doesnt work ingame but works perfectly on nspsedit. So, is it really bugous ?
<b>@Minotaur0:</b> In the first shot I like the rapid change of lighting (from white to blue). Also, that white light texture seems to fit in quite nicely. I myself have found that pretty hard. Can't really criticize, but make sure that skulks have enough cover out there. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Second one reminds me of eclipse. Those blue and yellow fans look pretty stupid in my opinion (I don't mean realism, but the way they look and are placed). <!--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--> Pilars are just sexy and the white little lights, but the yellow lights stand out too much.
The third one is my favorite, because it looks very futuristic. For a possible choke point it's too open though. Have you thought of adding some kind of borders to the door back there?
<b>@Mido</b> I like fans and I think that looks just super. I always get this feeling like I'm watching a movie when I see a fan moving slowly and casting shadow. Hopefully you wont make it move, though. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> The beams wouldn't maybe make that much sense then. ps. Don't make it a siegemap.
Mido don't waste that on a siege map <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
I have a habit of making different maps. To be honest, I want to make it a siege map because they are easy to set up, and I still need practice. That is a huge quality leap compared to my older maps.
This'll probably end up as a cargo hold or something, thus the boxes/tube-things and big hole in the roof <!--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-->.
Comments
<img src='http://www.home.no/markus-l/mistral.jpg' border='0' alt='user posted image' />
<img src='http://www.home.no/markus-l/mistral5.jpg' border='0' alt='user posted image' />
I disagree. The angle at which he is taking the pictures makes them seem open, but neither shot looks that repetitive - there is change in level, texture and cover throughout, and each room has a few seperate features to it. The first shot in partcular would be perfect once the ceiling and that far wall is broken up a little.
As for the second shot, the mapping sound, but the room lacks pizazz... a bit of contrasting lighting and some texture tweaking would sort that out.
Your maps might be good Minotaur0, but that doesn't give you the right to leave such unfounded, blunt and somewhat incorrect criticism in a forum that you have hardly made a name in yet <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.
Marcos, both of those shots look excellent - nice colour scheme and texture use <!--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-->
My updates: im having trouble thinking of things I could use as cover in this corridor, its kind of long.
I disagree. The angle at which he is taking the pictures makes them seem open, but neither shot looks that repetitive - there is change in level, texture and cover throughout, and each room has a few seperate features to it. The first shot in partcular would be perfect once the ceiling and that far wall is broken up a little.
As for the second shot, the mapping sound, but the room lacks pizazz... a bit of contrasting lighting and some texture tweaking would sort that out.
Your maps might be good Minotaur0, but that doesn't give you the right to leave such unfounded, blunt and somewhat incorrect criticism in a forum that you have hardly made a name in yet <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.
Marcos, both of those shots look excellent - nice colour scheme and texture use <!--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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
oh I'm just giving my opinion buddy, it felt really repetitive (the textures that is) and open to me. Tell me how a skulk could kill a marine on that first pic ? Unless he was campering or the marine was very nub he would be shot down very quickly. There isnt enough cover and variety on that pic.
oh and much luv for this lighting marco~blaz~~@ <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Where?
@Marcos: Pretty nice but I don't like the weird 1 unit sunken hexagon. Trim it and make it more of a feature (what is it anyway? -that alcove is dying for a Resource Node imo) .
(nevermind the particles, I still dunno why they dont work :/)
<img src='http://www.leveldesign.com.br/minotauro/images/co_paragonnew01.jpg' border='0' alt='user posted image' />
<img src='http://www.leveldesign.com.br/minotauro/images/co_paragonnew02.jpg' border='0' alt='user posted image' />
<img src='http://www.leveldesign.com.br/minotauro/images/co_paragonnew03.jpg' border='0' alt='user posted image' />
Why are you comparing his shots to Nay's? Doing so is totally useless and actually quite offensive to him, it's like me saying your ZHLT coding is good, but just not as good as Cageys. This statement is unecessary and actually sums up your existance on this board: both in-coherent and somewhat offensive.
Minotaur0, contrary to what I said early I personally find that those shots to be excellent, and your mapping is definitely very nice. Welcome <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->, plus your maps are as good as Nays, your website holds the evidence pointing towards this.
-------------------------------------
But please also under stand what IMO means, and not start a flame war over those 3 simple letters
Your maps are good, and your sky maps are as well (Gona test one out soon), i personaly like your 3dmx render, alot of work was put into this, keep it up!
I decided to try and make a Siege map, but with some official quality... Its taking time, and I will have to redo alot.
EDIT: ignore the white dots, thats just an image compression bug.
Adam
In the first shot I like the rapid change of lighting (from white to blue). Also, that white light texture seems to fit in quite nicely. I myself have found that pretty hard. Can't really criticize, but make sure that skulks have enough cover out there. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Second one reminds me of eclipse. Those blue and yellow fans look pretty stupid in my opinion (I don't mean realism, but the way they look and are placed). <!--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--> Pilars are just sexy and the white little lights, but the yellow lights stand out too much.
The third one is my favorite, because it looks very futuristic. For a possible choke point it's too open though. Have you thought of adding some kind of borders to the door back there?
<b>@Mido</b>
I like fans and I think that looks just super. I always get this feeling like I'm watching a movie when I see a fan moving slowly and casting shadow. Hopefully you wont make it move, though. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> The beams wouldn't maybe make that much sense then. ps. Don't make it a siegemap.
No variety at all just corridor style, pipes, and funky lights..
Sorry.. </rant>
/me thinks
To be honest, I want to make it a siege map because they are easy to set up, and I still need practice.
That is a huge quality leap compared to my older maps.
Marine spawn 1 angle
<img src='http://furiousangel.ninj4.us/ns_calistos1.jpg' border='0' alt='user posted image' />
A different angle
<img src='http://furiousangel.ninj4.us/ns_calistos2.jpg' border='0' alt='user posted image' />
All I've really worked on so far has been the marine spawn...
One of these days ill shape up and use this style on an official style map.
Here's some screenies of my own - nothing much, just some "inaccessible detail":
<img src='http://www.kopano.uct.ac.za/~ron2k/adrianne/img/beta2/skywalk-1-mini.jpg' border='0' alt='user posted image' />
<img src='http://www.kopano.uct.ac.za/~ron2k/adrianne/img/beta2/skywalk-2-mini.jpg' border='0' alt='user posted image' />
<img src='http://www.kopano.uct.ac.za/~ron2k/adrianne/img/beta2/skywalk-3-mini.jpg' border='0' alt='user posted image' />
Looks better in-game, but even so, that light_environment is probably going to be on the receiving end of some tweakage.
the only thing i will say is that your rocks dont match the sky map (why) becuase i'm not gona download the hole thread again on 56k
<img src='http://www.another-world.org.uk/spacer/ns_vapid/4.jpg' border='0' alt='user posted image' />
<img src='http://www.another-world.org.uk/spacer/ns_vapid/5.jpg' border='0' alt='user posted image' />
<img src='http://www.another-world.org.uk/spacer/ns_vapid/6.jpg' border='0' alt='user posted image' />
<img src='http://www.another-world.org.uk/spacer/ns_vapid/7.jpg' border='0' alt='user posted image' />
This'll probably end up as a cargo hold or something, thus the boxes/tube-things and big hole in the roof <!--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-->.