11th Hour
ChromeAngel
Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
<div class="IPBDescription">re-heated</div> I've been revising ns_11th_hr for official submission. One of the areas I felt was in need of improvement was the marine start. Here's a shot of what i've done so far on the 'Oval Room'. It still doesn't have the NS feel i'm looking for. Can you give me some suggestions please.
Comments
2)Break up the ceiling and floor. One thing that I've seen helps with the floor is to use borders around the floor, I feel ns_eclipse does this very well. Also, perhaps a skylight or something might look cool on the ceiling, and that will give you additional cool lighting effects.
3)You have a nice amount of detail going up the walls, how about adding some detail that goes across the walls?
Hope that helps!
I do like the map however. Great mapper.
Also, Are there any welds in 11th hour. If not, i suggest adding a couple.
Maybe even take out the ceiling and have a veiw of the outside. I forgot the backstory, but I'm sure you can work it out.
Those wire textures that NS maps use across the ceiling would help.
A BIG computer terminal like just outside Heras' archiving hive would fit nicely, also would block view.
You can make the lowered part bigger and put the res on a lower elevation and have the up=enemy thing in atomicmass.
The Marine in me says: Wooo! The most pro-marine start room I've seen yet! A CC that doesn't have to be protected seperately! Wide open spaces! Killing grounds for marines early in the game and a blood bath of "shooting fish in a barrel" syndrome for the aliens toward late game.
The Skulk says: You want me to rush WHAT?! Forget it. I'm going to bile bomb that place from the top, or spore cloud it.
As for the attempt mapper in me: The ceiling texture is such an ugly contrast compared to the walls and floor. It's like you left it in from something else. It almost looks like a crate texture instead. There's nice architecture on the side, too bad it doesn't help the skulks. Some on the ceiling would be nice. As for a more "NS" feel I'd suggest causing some of the lights on one wall to be pulsing. Slightly damaged look, although marine starts aren't tradittionally they usually do have the nice skulk hiding spots and cramped feel.
Maybe consider that as you're reworking it. Thanks.
Blueman, I'm being carefull not to make it too dark otherwise it will be hard to spot the attacking skulks, but yes I agrre that shot is too bright.
JediYoshi, this rooms is an administative office, just of the main entrance to this deep undergound facility.
BigDXLT, I've the 4MB texture limit so I can only use textures that are already in the map.
Sirus, if the wall wasn't there aliens could shoot the CC from the vent and that is very bad news. I also wanted to encorage the aliens to attack marine resource nodes, there doesn't seem to be enough of that going on. I'm hesitant to add welds since they don't get used in most games. The last time I did use welds in this map it wrecked the gameplay.
Iden, I've added some more cover in the T-Junction (adjoining the Oval Room) and i'm thinkng about adding a vent between the res node and the oval room. Yes the ceiling texture is nasty, i'll try and find something better.
JRock, hopefully 1.04 will put pay to easy siegeing, I have yet to see how this balances in 1.04. Why don't the server ops ever tell me these things?
Kilmster, that's not funny <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Another hour's worth of RAD before I can see how it looks...
- Except for that crate texture on the roof!
Maybe have something coming down from the roof to the little monitor panels in the middle of the room.
are those lights? or Monitors they end in? if lights... Put monitors on those... I think that would look good.
as for brightness.. I think it's a bit dark in the upper 1/2 add a few lights around there might brighten it up without having the overbright effect you had before. COURSE.... screenshots are usually darker then play... so you'll have to be the judge of that <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Axe
Heist, The whole room is being lit only by those monitors, the definition of the spots is higher in-game, my quasi gamma correction doesn't do it justice.
Axehandler, Those ARE monitors in the end of the columns.
Sirus, you can't be serious those steps are massive! Even moving the wall back that far would make the CC vulnerable to attack from outside the T-Junction room.
Already impressed with this map and it just got better.
BTW - Nice room!
GSH
I think this ceiling is about done, maybe add some small spotlights to the center section. This shot is not gamma corrected (gamma set to 1.6 in-game if you want to correct it yourself).
HUGE improvement. The up close shot of the cc really looks swell. The new ceiling... well, it's kinda hard to see... seems... maybe too bulky. (Perhaps making it a bit "thinner" would help?) Otherwise, it breaks up the flatness of the ceiling well. Nice work!