NS_Legend
maD maX
Join Date: 2010-01-28 Member: 70347Members
<div class="IPBDescription">Is it possible for custom maps to make it into the official map pack.</div>NS_LEGEND
<a href="http://www.facebook.com/pages/NS_LEGEND/274652020666" target="_blank">http://www.facebook.com/pages/NS_LEGEND/274652020666</a>
NS_Legend is a work in progress... Powerful and unstoppable once described this warship.. this legend now crashed we fight to survive.
2/3 Switch Gear... Res room
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend2.jpg" border="0" class="linked-image" />
Port access...
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend9.jpg" border="0" class="linked-image" />
Central control... Marine Start
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend16.jpg" border="0" class="linked-image" />
Launch bay... Hive
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend22.jpg" border="0" class="linked-image" />
Launch bay... Hive
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend21.jpg" border="0" class="linked-image" />
Waiting room(Med Bay)
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend25.jpg" border="0" class="linked-image" />
Office(Med Bay)
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend26.jpg" border="0" class="linked-image" />
Exam Room(Med Bay)
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend27.jpg" border="0" class="linked-image" />
Research Bay(Med Bay)
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend30.jpg" border="0" class="linked-image" />
Berthing
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend10.jpg" border="0" class="linked-image" />
<a href="http://www.facebook.com/pages/NS_LEGEND/274652020666" target="_blank">http://www.facebook.com/pages/NS_LEGEND/274652020666</a>
NS_Legend is a work in progress... Powerful and unstoppable once described this warship.. this legend now crashed we fight to survive.
2/3 Switch Gear... Res room
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend2.jpg" border="0" class="linked-image" />
Port access...
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend9.jpg" border="0" class="linked-image" />
Central control... Marine Start
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend16.jpg" border="0" class="linked-image" />
Launch bay... Hive
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend22.jpg" border="0" class="linked-image" />
Launch bay... Hive
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend21.jpg" border="0" class="linked-image" />
Waiting room(Med Bay)
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend25.jpg" border="0" class="linked-image" />
Office(Med Bay)
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend26.jpg" border="0" class="linked-image" />
Exam Room(Med Bay)
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend27.jpg" border="0" class="linked-image" />
Research Bay(Med Bay)
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend30.jpg" border="0" class="linked-image" />
Berthing
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend10.jpg" border="0" class="linked-image" />
Comments
why do you say that?
And that Port Access stairs, move that larger stair so it lines up 90° with the short ladder.
Else you couldn't use it, any designer building that would be shot. At least by the soldiers enlisted on that rustbucket.
[attachment=35915:ladders.JPG]
What i mean is for the brush based tables he made. I mean it seems spark is a lot more prop than brush based in terms of detail in a way.
Id wait for more props/textures/tools before really starting on a map that will hopefully make it into NS2 as a community map.
And then there is the lighting, it is very bland. Everything is very bright and of the same color, making it all quite uninteresting to look at. Lighting of a map can make or break a map (especially in NS1 and now NS2). Add some shadows in there and use spotlights to highlight areas of interest, instead of using omni lights to floodlight an area.
Not a flame mind you, just some constructive criticism which will make your map look sexy :P
<img src="http://hphotos-snc3.fbcdn.net/hs173.snc3/20047_276184410666_274652020666_3864590_5901250_n.jpg" border="0" class="linked-image" />
I'd say because it would look better...
I really don't want to sound like an ass but you should seriously start over and make your map room by room (as in design each room as a separate map) and only move on when you're satisfied
And beforehand practice, it makes working much more efficient and your maps will end up way better designed for your own good (meshes wise)
I wish people would stop commenting about # of props. UW keeps saying that the level design is prop based because that is the way to do it these days. You can't make a level up to current standards without a significant number of props.
(and if it turns out that the game won't run well with an appropriate #, then I think it's more up to them to fix it... I can't make a comment on the particular screenshot in question though. I Dont know the editor well enough to tell what is a prop there and what isn't.)
The closest we ever got was nsarmslab packs.