Started Design On Ns_deathwish

X_z_0_rX_z_0_r Join Date: 2002-12-23 Member: 11428Members
edited December 2002 in Mapping Forum
<div class="IPBDescription">3 preview shots</div> Started design on my new map codenamed ns_deathwish for now. I really liked the way they did corridors in futuristic settings of UT2003 with the pipes by the sides so I'm trying to recreate a similar feel in my map. The r_speeds on the shots are around 700 from those points of view. Here are 3 early preview shots of my progress:

<img src='http://www.vs-central.com/misc/dwpreview1.jpg' border='0' alt='user posted image'>

<img src='http://www.vs-central.com/misc/dwpreview2.jpg' border='0' alt='user posted image'>

<img src='http://www.vs-central.com/misc/dwpreview3.jpg' border='0' alt='user posted image'>

Comments

  • BergerBerger Join Date: 2002-11-16 Member: 8945Members, Constellation
    These look really good to me. The only comment I have is to maybe decrease the lighting by the ceilings. The space looks good, just not very skulk friendly.
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Alright then, on with the flames. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Heh, just kidding. Seriously, it looks sweet. I like the overall blue lighting--you're right, it does have a certain "futuristic" feel that the blueness enhances. Fairly nice brushwork and excellent texturing--that's probably the best use of that teck_wall texture that I've seen.

    Complaints?

    - I feel that arches in general don't look too good in NS maps, unless they're really high-poly. The arch style you have in pic 1 is ok, but the one in pics 2 and 3 just doesn't do it for me.
    - In pic 2, there seems to be some problems with the green grate texture on the ceiling, particularly on the left side of the wall.
    - In pic 1, it looks a bit strange how that huge mass of pipes on the left runs into the wall and simply stops.
    - The lighting could use a bit more contrast or shadows--although I love the color you have going there, it could use a little spice, I guess.

    That's about all. Keep it up, and choose a better name!
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    You've certainly sold me on the amount of detail in the architecture (although you will probably want to watch your r_speeds if they're already at 700), and the texturing is good too. However, I think you need to work on your lighting a bit. NS's official maps all have a lot of contrast in the lighting, and some contrast and color would really look good in a level like this. I think some blue and white light would go well with the architecture that you have here.
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    Looks great <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I suggest removing those long strips of lighture lights, they don't work with NS style lighting.

    Curved roof and arches? Say hello to the plane limit, you'll be running into him soon.

    I like the dohicky on the ceiling in shot 2.
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    very nice job. i must say tho, that the first pic looks a lot more like NS architecture than pics 2 and 3.
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    Try indenting the floor instead of raising it. I think you could achieve a better look that way. Try to varry the lighting. Throw some oragnes or reds in there. Also, try to put in some spot lights in as well. Try to also varry the texturing a little bit so it doesn't look repeditive. There's my advice. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • bicballbicball Join Date: 2002-11-23 Member: 9751Members
    Looks great, the r_speeds are a little high and it needs some dark spots though.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    i'm sorry, i can't stand those arches. They look.. weird... in a bad way.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    looks excellent
    although the arches look like holes that have been blown out of the wall <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
    try to make them more...solid...sorta hexagonal. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
    other than that, gr8 looking map.
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    edited December 2002
    If the r_speeds are 700 in the coridor, u must add a damn good vis block my firend, so r_speeds will stay around 700 in that spot.

    I'll sugest the "dognut"
  • BytorBytor Join Date: 2002-11-19 Member: 9323Members
    My only comment is make the lighting less even ... needs more shadows. Other than that, I think it's cool. I like the architecture, it is different than what most people are doing, but still fits NS well I think.
Sign In or Register to comment.