2nd wave of freon screens
nrby
Join Date: 2002-03-05 Member: 270Members
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon0012.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon0013.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon0014.jpg" border="0">
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<img src="http://csnation.counter-strike.net/barney/personal/ns_freon0018.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon0013.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon0014.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon0015.jpg" border="0">
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Comments
GOOD JOB NARB
Heh, first time I've posted in months O_o
Now if you could think of a way to detail it that doesnt involve crates...
keep up the good work
cu lance
As for the pics, I think the use of that bland metal texture with ridges in it is overused. But its only new, so I hope im right in thinking those are placeholder. Other than that, the architecture is lovely, and I can wait to see this tweaked and detailed.
Great work.
I will not bugg you about adding more detail as you are still working on it. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I'd say you should at least keep the concept of lots of nice shadows in mind. You don't have to go to the extreme, but lots of contrast is heavily recommended for NS maps. It is also quite possible to manage this while keeping a room decently lit and easy to make your way around in.
Othewise, I think the shots are great. Very cool architecture and detail. The 4th and 6th shots just plain rock!
BTW, Fam, I think that slotted metal rim texture is spiffy... it is EVERYWHERE in my map. Hehehe <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<!--EDIT|ken20banks|Mar. 20 2002,20:03-->
Did I miss any discussions about the commander being able to select ppl under brigdes and such?
Of course since the marines are human players, the commander could just make a waypoint and tell them he meant under/over the brigde.