gah so much work to keep this so close to the front, basicly it means i need to post more <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> guys pls post Cuase it's makin me feel like I'm the only one interested in my map anymore! :I
<img src='http://members.shaw.ca/timgauthier/maps/ns_rift0010.jpg' border='0' alt='user posted image'> A new shot from the medi Lab..
<img src='http://members.shaw.ca/timgauthier/maps/ns_rift0013.jpg' border='0' alt='user posted image'> From the top...
<img src='http://members.shaw.ca/timgauthier/maps/ns_rift0014.jpg' border='0' alt='user posted image'> Again with some buildings to show some scale (i play at 1600x1200 so Things seem small <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> )
besides bein dark (prolly just screenies) WOW..wow wow wow i love that medroom <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> BiTMap that looks awesome i cant wait <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
security tape reciently recoverd of the first sector of the ship : <img src='http://www.members.shaw.ca/timgauthier/maps/1.jpg' border='0' alt='user posted image'>
hehe It's not even done yet man sorry I'm still workin on it, I gotta work on the mess hall which is equvialent to the med lab just the otherside... which means nothing untill you see the entire map I'm REALLY going to go with the extras now though after reading some of robs fan fiction (his latest chapter is bout bast I belive? I'm not done reading it).
I run at 1600x1200 that doesn't mean that it looks better, and i've not added any particles or advanced goodies yet... mind you if your in Software mode then this is NOT at all what it'll look like...
Okay I have a quite limited Space on my webspace for screenshots so they are going to be of a smaller size now, But I've got a few more from LAST NIGHT's compile of my map, Its getting there folks Its gettin there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> I've added a new part to the marine spawn but I need to make sure its not to taxing So i'll play with it still... It's a docking ship of some sort though and Its kinda neat ...
<img src='http://www.members.shaw.ca/timgauthier/maps/ns_rift0027.jpg' border='0' alt='user posted image'> A first Glance at the docked Transport on the marine starting area...
<img src='http://www.members.shaw.ca/timgauthier/maps/ns_rift0028.jpg' border='0' alt='user posted image'> A glance DOWN the hall's Elevation Change.
<img src='http://www.members.shaw.ca/timgauthier/maps/ns_rift0029.jpg' border='0' alt='user posted image'> An Updated Top view of the marine start area, Its been made bigger.
<img src='http://www.members.shaw.ca/timgauthier/maps/ns_rift0030.jpg' border='0' alt='user posted image'> Another Shot of the docked transport..
and More to come, anything you guys would like to see me put in??
jeebus this is a sweet lookin map man! nice work! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
That jagged hole in the wall looks absolutly wonderful. The only thing that would make it more wonderful is if it started out as a wall, but could be chewed or welded through to look like that...
Thing is Like in "unkown Outcome : unkown enemy" or whatever By that Rob guy (fan fiction) their drop ship had to dock to the "orion" and weild a way through, So I was thinkin of useing that ...
I'll get to work on your model soon. Nice hole in the wall. You may want to make the whole SQUARE, and thurn the jagged edged into 1 big func_wall... if you haven't already done so! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Make a pipe run along the wall with that hole, and make it broken to where the pipe is. Use the particle system to bring out some cool smoke of 1 end.
Otherwise, keep at it! But its still a bit too clean. I hope to see some "infested" sections soon enough.
AYE ITs bp <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> sup man? yeah thnx <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> and I'll get you some nice infection soon people <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
I've had some time and i've been workin on my map, though i think i may have done some mistake and made my infestation start too far from where the planned hive is, SOOO I may change that, or not, depending if i can figure out another interesting thing with it, since the halls actualy look NICE now...
<img src='http://members.shaw.ca/timgauthier/maps/ns_rift0032.jpg' border='0' alt='user posted image'> I'm currently toying with a fake fog effect in that room, but it currently takes a MASSIVE hit on your FPS so i need to adjust it.
see the problem is that this hall is right outside the marine drop in zone, SOOO i'm Thinking about extending it away from this point and adding more complexities...
<img src='http://members.shaw.ca/timgauthier/maps/ns_rift0037.jpg' border='0' alt='user posted image'> This image shows a shot from some pipes in the roof... Should be a nice alien spot.
<img src='http://members.shaw.ca/timgauthier/maps/ns_rift0038.jpg' border='0' alt='user posted image'> some inset computers I'm not done with there texture, its going to be covered in infestation. Its also much too one coloured here... I'm gonna add some red "alert" lights and such, or some green light.
gawd the only thing i want to see is the medlab in action already <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> gimme it to put on my server when you're done <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
What red x =P.... The fog looks nice, but its just too... i dont know.... too bright maybe or just too greenish, anyways the point is that i couldnt see anything after looking at it =D. I love the mix of ns walls with hl floor textures. Keep em comin!
I was on a school computer and found out that for some reason it detected your picture host to have something to do with porn, thus not displaying anything originating fromt here <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
The easiest and most effective way to test a map is simply to pick a popular server, have that admin run it and get realtime user feedback as they go. but from the SS i've seen so far I can see very little to complain about <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> Great work
Comments
/me like totaly agree. Awesome map. weeee! Way da go BitMAP!
<img src='http://members.shaw.ca/timgauthier/maps/ns_rift0010.jpg' border='0' alt='user posted image'>
A new shot from the medi Lab..
<img src='http://members.shaw.ca/timgauthier/maps/ns_rift0013.jpg' border='0' alt='user posted image'>
From the top...
<img src='http://members.shaw.ca/timgauthier/maps/ns_rift0014.jpg' border='0' alt='user posted image'>
Again with some buildings to show some scale (i play at 1600x1200 so Things seem small <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> )
<img src='http://www.members.shaw.ca/timgauthier/maps/ns_rift0015.jpg' border='0' alt='user posted image'>
<img src='http://www.members.shaw.ca/timgauthier/maps/ns_rift0016.jpg' border='0' alt='user posted image'>
<img src='http://www.members.shaw.ca/timgauthier/maps/ns_rift0017.jpg' border='0' alt='user posted image'>
I'm mostly in the process of tweeking and adding detail and makin sure everything is perfect.
<img src='http://www.members.shaw.ca/timgauthier/maps/1.jpg' border='0' alt='user posted image'>
<img src='http://www.members.shaw.ca/timgauthier/maps/2.jpg' border='0' alt='user posted image'>
<img src='http://www.members.shaw.ca/timgauthier/maps/3.jpg' border='0' alt='user posted image'>
<img src='http://www.members.shaw.ca/timgauthier/maps/5.jpg' border='0' alt='user posted image'>
<img src='http://www.members.shaw.ca/timgauthier/maps/ns_rift0027.jpg' border='0' alt='user posted image'>
A first Glance at the docked Transport on the marine starting area...
<img src='http://www.members.shaw.ca/timgauthier/maps/ns_rift0028.jpg' border='0' alt='user posted image'>
A glance DOWN the hall's Elevation Change.
[continued next post]
An Updated Top view of the marine start area, Its been made bigger.
<img src='http://www.members.shaw.ca/timgauthier/maps/ns_rift0030.jpg' border='0' alt='user posted image'>
Another Shot of the docked transport..
and More to come, anything you guys would like to see me put in??
I'll get to work on your model soon.
Nice hole in the wall. You may want to make the whole SQUARE, and thurn the jagged edged into 1 big func_wall... if you haven't already done so! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Make a pipe run along the wall with that hole, and make it broken to where the pipe is.
Use the particle system to bring out some cool smoke of 1 end.
Otherwise, keep at it!
But its still a bit too clean. I hope to see some "infested" sections soon enough.
I've had some time and i've been workin on my map, though i think i may have done some mistake and made my infestation start too far from where the planned hive is, SOOO I may change that, or not, depending if i can figure out another interesting thing with it, since the halls actualy look NICE now...
<img src='http://members.shaw.ca/timgauthier/maps/ns_rift0032.jpg' border='0' alt='user posted image'>
I'm currently toying with a fake fog effect in that room, but it currently takes a MASSIVE hit on your FPS so i need to adjust it.
<img src='http://members.shaw.ca/timgauthier/maps/ns_rift0035.jpg' border='0' alt='user posted image'>
<img src='http://members.shaw.ca/timgauthier/maps/ns_rift0036.jpg' border='0' alt='user posted image'>
see the problem is that this hall is right outside the marine drop in zone, SOOO i'm Thinking about extending it away from this point and adding more complexities...
This image shows a shot from some pipes in the roof... Should be a nice alien spot.
<img src='http://members.shaw.ca/timgauthier/maps/ns_rift0038.jpg' border='0' alt='user posted image'> some inset computers I'm not done with there texture, its going to be covered in infestation. Its also much too one coloured here... I'm gonna add some red "alert" lights and such, or some green light.
The fog looks nice, but its just too... i dont know.... too bright maybe or just too greenish, anyways the point is that i couldnt see anything after looking at it =D. I love the mix of ns walls with hl floor textures.
Keep em comin!