More In-game Shots Of Ns_espace
The_Real_Quasar
Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
<div class="IPBDescription">Please, take a look!</div> Well, after fixing a leak that had me tied up for ages, i have managed to take some more shots of my map! View them <a href='http://www.tdhfiles.com/~quasar/espace/espace.htm' target='_blank'>here</a>
Please, ignore the red light in the MS, the glowing vines and sludge in the sewage hive, and the slight lighting problems in the lab hive. I am already aware of these problems. You will need to ramp up the gamma a bit to see clearly.
Please comment and offer criticism!
Please, ignore the red light in the MS, the glowing vines and sludge in the sewage hive, and the slight lighting problems in the lab hive. I am already aware of these problems. You will need to ramp up the gamma a bit to see clearly.
Please comment and offer criticism!
Comments
The rest of the map looks so good, that every marine will "reloacate" from the start, just to get away from the sardine-box asap.
And how far into the map are u % wise?
but...yea that ship needs fixing man... the idea of the command chair as the control center for that ship is fine but u need to have a more convincing style.... like solid wings and thrusters... and the landing gear man... lollllll unless ur going for that "lost in space look"(the old show) then its ok!
From the looks of it, it seems u are trying to keep the polys low? try making a ship shape that allows a low poly design but still functions as a decent dropship. Look online for concept art of games or movies that you have seen transport ships in, u can mimic a perticular style ship or just use it for something to base ur own design off of. Also just rummaging around in diff designs may spark an idea.
Ive included a pic of some ship designs, did a search with google for "ship concept art" and in the first page that came up there were some interesting designs. In the pic all the ships have very straight and simple designs. These should be pretty low poly and easy to make if u use something like this in ur map. Im not saying "copy this", but learn from it. the wing design is very simple and would look good comming off of a bulky transport ship, their function to house thrusters and be a wing is pretty convincing.
the site they came of off was www.orionsector.com/art-ships.shtml so all credit goes to them.
That ship there looks pretty good, but i will be improving the ship anyhow, though i may need to make that room a lot smaller to do that, as it has way too high r_speeds at it is!
EDIT: the glass thing is the "containment" for the hive being researched. It broke <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
BTW, if you make the ship a model (allowing for mucho detail) and then just put a few brushes inside the model so that it's like walking on the floor, it will be very good. (Think like the entire spaceship becomes a staticmesh)
You shouldn't rush your map. Doing this will result in it looking like many shoebox style rooms stringing together which
A) Won't look visually pleasing
and
B) May not play very well, you'll have to do gameplay testing to make sure this works.
A) is a little apparent in your map already, especially with your spacecraft. I suggest to rework the craft, using a few more brushes than you have for the current one, and like the others have said, do some research on Dropships/other crafts from films/games/comics.
Check out some of the maps in NS and take a good look at the architecture and think about how it was initially built in worldcraf, then try and practice this yourself.
Keep up the good work, and don't rush it. If you take your time making it just right, it will pay off <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
When you put a brush inside a model, don't you get all those yellow floating dots around the model in game? This also happens when you put a model too close to something too.
Last shot had quite cool brushwork though. make the glass thinner and make a new texture.
keep it up!