More In-game Shots Of Ns_espace

The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
edited February 2003 in Mapping Forum
<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!

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    That spacecraft is a sardine-box with wings legs and a window. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    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.
  • p00tp00t Join Date: 2002-12-20 Member: 11254Members
    edited February 2003
    You have some nice archetexture ideas, with more detail i think it will turn out pretty sweet. The glass thing in the last pic is really interesting, what is it?

    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.
  • p00tp00t Join Date: 2002-12-20 Member: 11254Members
    and imtrying to get it to attach an image... grrr
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    I agree 100% with changing the ship. Also, I would suggest more obstacles inside the hives. You have this good infestation thats very overwhelming, which is good, but i would suggest any kind of hanging infestation and add more contrasting obstacles, try and get some non-infestation in there too. Some color contrast would help in the hive too.
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    edited February 2003
    The ship was done pretty quickly, i just wanted to get it done really <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    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-->
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    the second-to-last shot looks like it broke, but the last shot looks like it broke very according to the frame; almost like they were supposed to be missing.


    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)
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    <!--QuoteBegin--The Real Quasar+Feb 16 2003, 04:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Real Quasar @ Feb 16 2003, 04:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The ship was done pretty quickly, i just wanted to get it done really <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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-->
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    <!--QuoteBegin--Windelkron+Feb 16 2003, 05:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Windelkron @ Feb 16 2003, 05:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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, es a staticmesh) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    I'm sorry it doesn't look good at all. You need to work on brushwork and texturing. way to blocky right now.
    Last shot had quite cool brushwork though. make the glass thinner and make a new texture.
    keep it up!
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