Veil
KungFuSquirrel
Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
<div class="IPBDescription">6 shots at my site...</div> For those of you who haven't seen it yet or still haven't figured it out, Veil is a sequel to Eclipse set within the same facility, Eclipse Station on Tentuva III. 6 new shots are available <a href='http://planethalflife.com/awmaps' target='_blank'>at my personal site</a> and I've gone ahead and posted 2 of the full-size versions here:
The ready room:
<img src='http://planethalflife.com/awmaps/teaser_pics/veilb3_teaser1_big.jpg' border='0' alt='user posted image'>
Lerk's Paradise:
<img src='http://planethalflife.com/awmaps/teaser_pics/veilb3_teaser6_big.jpg' border='0' alt='user posted image'>
Yes. It will hopefully be much less crappy come Friday.
The ready room:
<img src='http://planethalflife.com/awmaps/teaser_pics/veilb3_teaser1_big.jpg' border='0' alt='user posted image'>
Lerk's Paradise:
<img src='http://planethalflife.com/awmaps/teaser_pics/veilb3_teaser6_big.jpg' border='0' alt='user posted image'>
Yes. It will hopefully be much less crappy come Friday.
Comments
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I think KFS you mean this by your standards, personally I think it looks a bit plain on the "Lerks Paradise" screenshots, although only plain at the near left hand side of the screen - that part just stands out. Overall . . . Nice
superb! perfect!
The technical accuracy of your work is what inspires me though to be honest. All of the vertexes are so....whats the word I would use...clean i think.. you can tell the geometry matches up both inside and outside. No crisscrosses or patchwork...nothing - the direct opposite to a carved map in terms of technical competance.
Good job <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
You gonna try to get it in 1.1?
They're wall_lab textures. And I made the goddamned map that you fools named them after... And I apparently can't use them! AAGH!!!
*explodes*
heh, need to vent on that every now and then. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I do really like the structure of the map and this pics are really nice. Good job <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Problem is, all the bits I've cut suck even more than the regular level. Hrmm, this could be problematic...
Check out the smily fix by ME.
Insane, if it fits, it may just return. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> I'm also looking at the original Eclipse marine spawn, the one that may still be the background of the NS installer.
Your overlays look a bit weird in the bottom left pic (at link). And are those bridges in the top-center pic going to interfere with the commander's view?
I'm really enjoying the moody atmosphere in a lot of the shots.
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I love the look of that spawn. Crank it up to the veil standards!(if its possible)
This is because I shorted out my keyboard by drooling on it. Nice work KFS!
I'd also like to comment on the hallway with the glass on one wall, behind the railing... it seems very bare. Perhaps you could add some kind of border to the wall, or detail on the ceiling, to break up the extremely flat lines? Just a thought.
Small suggestion:
Some of the light fixtures could benefit from a little func_illusionnary with a low FX amount, as well as smoke from nearby pipes.
On the second shot, you may want to change the floor texture to one that looks like a track where platforms move the crates around, thus giving you a reason for putting the crates there and.. not.. give you that de_dust feeling! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Also, add more wires for skulks to hide behind. Their always good.
Gives your map a "buzy" feeling.
I agree coil, hey KFS. That looks remarkably similar to the Keyhole. Well do what you did at the keyhole, add some nice computers in a slightly un-leveled ceiling and a more interesting floor or wall feature (like I would suggest the floor feature, or a very nice spot lighting feature above the windows) and you got yourself a map which is worthy of this very un-attracting chat up line:
"Are you a parking ticket? because you got FINE wrote all over you"