Random stuff
Shoot_me
Join Date: 2002-11-15 Member: 8696Members
<div class="IPBDescription">The result of watching scifi movies...</div>Still keeping r_speeds around or below 600... which is a pain!!
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Comments
(NOTE: I ran a contrast/brightness filter on this image... in-game it looks like the screenshots above)
<img src="http://i6.photobucket.com/albums/y226/yarrik71/misc_idea_mapping1i.jpg" border="0" class="linked-image" />
s hope ya can make it look like that ingame!
I see some vertical faces near the ceiling in the last shot; don't make too many of those, they're annoying for the comm in ns_ maps unless belonging to a func_seethrough. The 45 degree slopes on the ceiling are safe, comm can't see them from any angle.
So far, I've tried to keep the unwanted visible faces of the map (in com view) to the sides as much as possible. So far, I'm hoping that the clutter isn't too bad:
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Here's where I am currently (got another room added, but still need to add all the extras):
<img src="http://i6.photobucket.com/albums/y226/yarrik71/Stillmapping_QUARK1.png" border="0" class="linked-image" />
Started out with some random brushwork, which, this is my third or fourth attempt on this room:
<img src="http://i6.photobucket.com/albums/y226/yarrik71/misc_idea_mapping1p.jpg" border="0" class="linked-image" />
Textures added:
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<img src="http://i6.photobucket.com/albums/y226/yarrik71/ns_siege_singular002v0070.jpg" border="0" class="linked-image" />
Still working on the alien pathway. Had to make some r_speed related changes... still keeping it under 600 if I can help it!!!
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Keeping the r_speeds down in this room has been a bit of a challenge. Keeping the hives out of siege turret range from one of the surrounding rooms has been a bit of another... still testing that little problem out though...
<img src="http://i6.photobucket.com/albums/y226/yarrik71/misc_idea_mapping1u.jpg" border="0" class="linked-image" />
Anyway, I'm nearly done with the basics on this map. Anyone want to test it out before I add all the extras?
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