Nirvana V0.704

bluemanblueman Join Date: 2002-04-09 Member: 399Members
<div class="IPBDescription">Near near</div> Uf, making some changes to map. mainly making it bigger as it was just too small.

First one. Replaced a lift with some ladders. hehe
<img src='http://www.planethalflife.com/roleplayhl/team/blueman/ns/ns_nirvana_704_0.jpg' border='0' alt='user posted image'>

Second. Maintenance Room #1 (right door leads to Computer Area ).
<img src='http://www.planethalflife.com/roleplayhl/team/blueman/ns/ns_nirvana_704_1.jpg' border='0' alt='user posted image'>

Third shot. Maintenance Room #2 (the doors goto M.R. #1) and left passage goes down to maintenance passage that leads to...hive.
<img src='http://www.planethalflife.com/roleplayhl/team/blueman/ns/ns_nirvana_704_2.jpg' border='0' alt='user posted image'>

more to come...

Comments

  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    ok. more.

    Here is the double node at Computer Area #3. THe lift leads to maint corridor. Ill maybe change it.
    <img src='http://www.planethalflife.com/roleplayhl/team/blueman/ns/ns_nirvana_704_3.jpg' border='0' alt='user posted image'>

    well. not an amazing shots anyways, i just made larger and longer the access from one room (core room) to hive. This corridor needs....LIGHTS, BRUSHES, EFFECTS....<b>ALL</b>
    <img src='http://www.planethalflife.com/roleplayhl/team/blueman/ns/ns_nirvana_704_4.jpg' border='0' alt='user posted image'>

    Well. last but not least....no!! WAIT!!!. later....
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    mmm as i see screenshots are a bit **obscenity**, here is the dev_overview 1 screenshot!!

    i know you love my PS skillz!!

    <img src='http://www.planethalflife.com/roleplayhl/team/blueman/ns/ns_nirvana_704_layout.jpg' border='0' alt='user posted image'>

    (k)!!

    <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
  • DirectorDirector Join Date: 2002-11-25 Member: 9962Members
    Lookin good my friend. My only problem is that the architecture in the last pic looks alittle flat. otherwise, excellent.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Very, very nice! Reminds me of nothing, but with... larger rooms! I seem to remember your shots in the marine start, which were also very nice.

    You might want to put a few more alien vents in there. Looks like there's only inter-hive transport... you should have a vent on every room :F, especially the maintenance rooms.
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    I love the look of those maintenance rooms, especially Maint #1. Can't wait to play it!! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • ctxctx Join Date: 2002-11-02 Member: 4592Members
    Good job, looks good.
  • BouncyBouncy Join Date: 2002-11-07 Member: 7623Members
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    The spot lights in some of the shots look entirely white. Now with entirely white spot lights I have come up with a problem: They seem to make the surrounding area alarmingly dull (although that red is quite good). Now if you try to give them the faintest hint of blue or yellow (some thing like 191 191 255) then everything looks okay again. I'm not too sure, it's just a thought. Also - those maintenance rooms don't look dull <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • kompokompo Join Date: 2002-11-07 Member: 7639Members
    looking pretty nice, I don't like the texture in the first picture on the right, and neither the whole last pic. but alltough very nice, but make the lightcones more transparent.
    gj.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    On the right side of the overhead, that hallway is so long and all the same, I think it needs some spicing up!
    Also, you top and right hives are very close together for marines to hop between. I would make that short path alien only, and add another marine hall going into it from further back. Otherwise, looking awesome!
  • ElectroKiwiMonkeyElectroKiwiMonkey Join Date: 2002-11-06 Member: 7384Members
    obviously I have no ingame experience to back me up, but isn't that CC a little far from the marine spawn?
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    edited November 2002
    mmm yeah i like crticism!

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Comprox Posted on Nov 27 2002, 06:13 PM
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    On the right side of the overhead, that hallway is so long and all the same, I think it needs some spicing up!
    Also, you top and right hives are very close together for marines to hop between. I would make that short path alien only, and add another marine hall going into it from further back. Otherwise, looking awesome!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Youre really right about the hallway. i just did it that boring way cause before it was a passage conected to a door above the room it sorrounds, so it was too short way for marines, so i made it do the whole way round to get more time. Im planning to do some short of....hall just above the room, connecting the L type corridor there and making it bigger.

    About the too close hives, youre also right. Before, there was 2 lifts which just made it 30 secs but now, as first pic shows, there is no lift but ladders so i must do something there . ill maybe cut that door (only alien path) that connects them and make it longer down so it takes more time, and meybe put a welder there....

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    ElectroKiwiMonkey Posted on Nov 27 2002, 09:15 PM
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    obviously I have no ingame experience to back me up, but isn't that CC a little far from the marine spawn?  
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    hehe. itysd just the map is SO small. i mean, the entire layout only takes 1 and a bit quarter of the whole WC grid, its really small. I feared siege turrets, but i tested and i now know wut rooms i must move a bit further. Ive actually played it only one game and it had some Onos movement problems somewhere, i must fix it!.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    kompo Posted on Nov 27 2002, 06:08 PM
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    looking pretty nice, I don't like the texture in the first picture on the right, and neither the whole last pic. but alltough very nice, but make the lightcones more transparent.
    gj.  
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    mmmmm. wut texture in the right?¿?¿?
    Last pic corresponds to the same corridor Comprox mentioned. i just copy/pasted the same over and over (im bad!!) just to test. i will change it and make it look different all the way long.


    IN general. I must say that i still got 30% of planes to put in the map, that means: more detail, etc... Im just looking for a good gameplay and when i have it, ill aim to make it visually cool.

    da ta!

    OOOH. as i see LOTS of new pple joined forums after release (logical) ill post again a link to the "Nirvana Picture Gallery" for all to see again ( <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> ). <b><a href='http://www.iespana.es/blueman/eng/nirvana_gallery.html' target='_blank'>HERE</a></b>
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    i love how blueman takes advice ~<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    sheez its so near i can taste it =PPPP
  • kompokompo Join Date: 2002-11-07 Member: 7639Members
    oops.
    blueman I meant on the left <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    I was a bit tired.
  • Justin_CaseJustin_Case Join Date: 2002-08-08 Member: 1114Members
    edited November 2002
    I think the floor texture for pic 4 looks a bit unfitting. Looks weird that the metal bars are cut off diagonally there in the middle if you see what I mean otherwise great
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    uhmmmm

    /me looks

    yes, one shot makes me remember nothing (the double ladder one) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> which is a good thing, obviously

    nice work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • UnknownUnknown Join Date: 1970-01-01 Member:
    i'll prolly get nuked for even commenting on a map now, but I don't like the look of those light yellow 'fade'-textures, bit sharp and contrasting, not really for NS maps imo
  • scioskulkscioskulk Join Date: 2002-11-30 Member: 10273Members
    <span style='font-size:8pt;line-height:100%'><b>First Pic</b> Oo, me likey the pipes that run all the way down the shaft.

    <b>Second Pic</b> Looks a little marine-friendly from the viewpoint given, but I'm going to assume that is done purposely as the area is near the marine spawn on your overhead dev map. Atmospherically, the room looks quite nice.

    <b>Third Pic</b> Seems similar to the second pic area, but since they are connected, that makes sense. Looks good from what I can tell.

    <b>Fourth Pic</b> This room looks good as well. I like how the room is small and uncluttered, not really catering to either marines or aliens.

    <b>Fifth Pic</b> As you said, this corridoor is lacking everything in general so I won't comment.

    <b>Dev Map</b> I like the layout, and you've already responded to any problem areas I can spot. So... fix those things and let me take a look-see then.

    Overall, my biggest criticism involves ceiling cover for lerks and skulks. Some type of ceiling overhangings would be nice.</span>
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    well. Thx guys i need more comments. Ill post some screenshots later from the new room i made in the "boring" corridor. Ive been adding brushes all along the map to detail it, its looking better to me (thx for the suggestion and comments again).

    I maybe have a last compilation this evening and have the map ready for <b>private</b> (if possible) playtest in NANO with the usual pple.

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • scioskulkscioskulk Join Date: 2002-11-30 Member: 10273Members
    <!--QuoteBegin--blueman+Nov 30 2002, 04:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (blueman @ Nov 30 2002, 04:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I maybe have a last compilation this evening and have the map ready for <b>private</b> (if possible) playtest in NANO with the usual pple.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <span style='font-size:8pt;line-height:100%'>Grrrr.... the usual people. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->

    Heh. I don't even know who the "usual people" are.

    Eh... pointless post to bump your thread. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> </span>
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