Ns_terranova

watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
<div class="IPBDescription">a couple of screen shots...</div> I've put some early screen shots of the map that I'm working on up on NSWorld... please take a look and tell me what you think:

<a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=143' target='_blank'>http://nsworld.ns-central.co.uk/Map.php?UniqueID=143</a>


(Ignore the 95% rating... I told a couple of the people I play with to take a look and they all put BS comments <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> )

Comments

  • EgoEgo Join Date: 2003-01-27 Member: 12804Members
    its cool <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    cargo bay can use some lights, although the lack of lights makes it spooky with that window light hehe.


    dark in there so rines can hide for long time or what not if they so chose hehe <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->


    other than that, sounds great


    Ego
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    On a side note most ns world ratings are garbage, often people post many times under different email names (since the site requires no reg to post anything you like), they post tons of garbage and fake ratings to either bring up or take down a map. I dislike very much how I cannot respond to any feedback/ratings without changing the rating of my own maps. The site would be 10 times better with either a registration requirement or no ratings at all. I emailed Chromeangel about it and what did he do? Went thru my maps and removed all my feedback responses and left all the idiotic "omg plz n00b" spam in there.

    Very mature.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    mmm well you see, its his site.
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    I see that your map is going good and I hope you get it finished =)
    That light coming from the door next to res is nice idea but maybe using some smaller value on fx ammount.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Yes it is, and its an excellent idea that is poorly run. He doesn't admin it or anything, a site with so much user input REQUIRES constant monitoring.

    If you want an example of what happens to this type of website without admin for too long, go here and just look up a few random half life prefabs. Its sick.

    <a href='http://www.nin64.com/prefabland/search.asp' target='_blank'>http://www.nin64.com/prefabland/search.asp</a>
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    I really dont want to hijack this thread tho, or fight with Chromeangel whom I have a lot of respect for, so lets stop talking about this on this thread and maybe leave it for another day.
  • foolfool Join Date: 2003-01-18 Member: 12447Members
    my advice: rename cargo bay to something else. there is a room called cargpo in every single map. dont let it overcome yours too.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    Yes, but it <b>is</b> a cargo bay... the marine spawn is the receiving point for cargo (haven't decided on a name yet), which then gets put onto a crane and lifted up the "Cargo Bay Access" corridor to the "Cargo Bay".

    There isn't really anything else I can call it.
  • foolfool Join Date: 2003-01-18 Member: 12447Members
    crate detention cells mwuwaawahwahwhahwahwha <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    by gorge i think i like it! needs some detail here and there, but i think it looks pretty good so far. from all the shots, i can kind of get the idea that you have most of the map layout worked out?
  • Dr_ShaggyDr_Shaggy Join Date: 2002-09-26 Member: 1340Members, Constellation
    <!--QuoteBegin--[watch.me.die]+Feb 14 2003, 09:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([watch.me.die] @ Feb 14 2003, 09:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yes, but it <b>is</b> a cargo bay... the marine spawn is the receiving point for cargo (haven't decided on a name yet), which then gets put onto a crane and lifted up the "Cargo Bay Access" corridor to the "Cargo Bay".

    There isn't really anything else I can call it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <sigh>
    Well I'm not very a very creative guy, but thats why we have the internet:
    <a href='http://thesaurus.reference.com/search?q=cargo' target='_blank'>http://thesaurus.reference.com/search?q=cargo</a>

    freight, storage, commodities, etc...
  • JedediahJedediah Join Date: 2003-01-27 Member: 12847Members
    <!--QuoteBegin--[watch.me.die]+Feb 14 2003, 04:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([watch.me.die] @ Feb 14 2003, 04:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes, but it <b>is</b> a cargo bay... the marine spawn is the receiving point for cargo (haven't decided on a name yet), which then gets put onto a crane and lifted up the "Cargo Bay Access" corridor to the "Cargo Bay".

    There isn't really anything else I can call it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    box factory
  • fat_alfat_al Join Date: 2003-01-03 Member: 11759Members
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    Cargo Bay? Heres a few other names along the lines for you . . .

    Shipment
    Product Receiver
    Goods Transport
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    Hello. This looks good, i like the "Area outside Research hive" shot. The Research hive looks good too, i like the idea of the hive being in a glass thingie. The light coming from the floor on the "cargo hold access" shot is a good idea, but like quazilin said, maybe it could use a smaller FX amount to look better.

    Keep up the good work!

    Btw nice hud you have there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    edited February 2003
    In general:
    I think this looks good. Most of the rooms seem like you have had a cool idea and then not carried it through all the way to an impressive completion. Lighting seems white and bland on the whole. The hive screen is pleasing - it looks better than the rest (just remember not to have that res right in the way next time).
    Texturing could be improved too. If you consider textures that might fit better in the spaces they have.

    More focused look:
    Cargo hold access - This is an example of the above statment. The idea of a big glowing door is good, and you are half way to making it work. Lessen the FX amount on the light beam and widen it - the light hits the ceiling on a much wider spread than the illusionary makes out. Better texture detail could be put into the ceiling of this room too.

    Area outside research lab - Good work on this one. You need some contrast in the lighting. Perhaps a red spot (with no bright emmision area, just the texture) on each of those fortress like spikes.

    Lab water treatment facility - Lighting is bland, and the idea which I'm seeing here (the big blue water areas and stuff yeh?) is one of those that needs to be brought through to a more, ... refined stage. I think better texturing could help.

    Research hive - Aside from the bulging alien res structure in the corner I do like this screen. It has more detail (broken rail) unlike the other areas of your map. Nice use of lighting. Perhaps you should scale those wall textures up to 2 so you loose the black line. Also with 526 wpolies - have some fun; add a big pipe, a machine, a fan or a generator. Perhaps something more specific to your map.

    Vents don't have to be red - but theres nothing wrong with it.

    Cargo bay - Needs to be pulled from a neat idea to a neat room. I can see what your going for, what look. And each time you're half way there. It just needs something else. Also the room is pretty dark, a light trim at the bottom of the walls could look pretty nice.

    And the last shot just needs some detail as you mentioned.

    There - hope it all helps <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    Thx steve, I love it when people give specific criticism <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I know all the areas are lacking detail at the moment, but as I've already said these are early shots - I thought I'd rough out the design of the map first and go back to add details and tweak things later.

    I've renamed Cargo Bay to Incoming Supplies, hope that's better <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • foolfool Join Date: 2003-01-18 Member: 12447Members
    Incoming Supplies? I liked Box Factory. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    BTW, i think a little more creative lights at the research hive would be cool. Little red lights all around is well boring.
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