Ns_frostbite
Ordos
Join Date: 2002-11-16 Member: 8903Members
<div class="IPBDescription">Need some feedback</div> Ok, these are some shots from my perliminary(sp) map based on a glacier drilling station.
<img src='http://members.shaw.ca/ordos/ns_frostbite004.jpg' border='0' alt='user posted image'>
This is looking down the corridor to the marine's spawn
<img src='http://members.shaw.ca/ordos/ns_frostbite005.jpg' border='0' alt='user posted image'>
Here's inside the marine spawn, looking out the window
<img src='http://members.shaw.ca/ordos/ns_frostbite001.jpg' border='0' alt='user posted image'>
The waste handling area (not a hive location)
Any feedback would be appreciated.
<img src='http://members.shaw.ca/ordos/ns_frostbite004.jpg' border='0' alt='user posted image'>
This is looking down the corridor to the marine's spawn
<img src='http://members.shaw.ca/ordos/ns_frostbite005.jpg' border='0' alt='user posted image'>
Here's inside the marine spawn, looking out the window
<img src='http://members.shaw.ca/ordos/ns_frostbite001.jpg' border='0' alt='user posted image'>
The waste handling area (not a hive location)
Any feedback would be appreciated.
Comments
My main comments are that one hall looks good, but a little *too* red, maybe tone the red down, and throw a few white lights in. (shot 1)
And in shot 3, a new water texture is really needed, that one justs look out of place IMO. In the same shot, the walls look a little flat/bare and could use something.
Check <a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=75' target='_blank'>NS World</a>, which (as far as I'm aware) is the major NS map development and progress website. I'm not quite up to the screenshot stage yet, but soon. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Oh, yeah, the reson why the hallway is red is the power in the station is supposed to be on aux. Some parts of the station are on emergency lighting (red), others are running standard lights (waste handling) while others have no light (this is a very VERY dark level in comparison to the official maps.
As I write this, I'm getting to about the 50% mark (been busy tonight <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->) so, I'll come up with a new name when I finish. for now I'll name this ns_coldmap01.
Download it here <a href='http://www.box7.co.uk/ns/v_wad.zip' target='_blank'>v_wad</a>.
Looking very nice, but I agree that it looks a bit bare on the last shot.
but i agree with Comprox, you need a better water texture
why dont you rename the map ns_glacier. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
In shot 2, I'm reminded of tribes where everything can float. Perhaps this is the side of the installation away from the moutain, but I'd like to see the ground that the building is built on be visible out one of the windows.
Mini note, shot 2, we fear that floor texture.
shot 3, ideas for features: a sample station with small pipes running into the water so they can test their waste treatment. a ladder out or the water. a hand rail so no one falls in the water. A lift to get down to water level to take samples. A pipe with a button to allow workers to add chemical to the mix. *shrug*
As always, ignore my mapping suggestions if you like, I'm not a mapper.
Keep up the good work Ordos.
The command ops station is on the side of a mountain (There are rock faces, you just can't see them in that shot)
The waste handling area has been updated, there is another way into the marine spawn, it's a pitch black air vent. Marines would have to use their flashlights to see if a skulk (or anything else for that matter) was coming.
Oh, yeah, the reson why the hallway is red is the power in the station is supposed to be on aux. Some parts of the station are on emergency lighting (red), others are running standard lights (waste handling) while others have no light (this is a very VERY dark level in comparison to the official maps.
As I write this, I'm getting to about the 50% mark (been busy tonight <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->) so, I'll come up with a new name when I finish. for now I'll name this ns_coldmap01. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
how about a generator room, which has open wiring in. Skulks can come in and munch the wires (or gorges acid spit) and take down the lightinh. Of culrse it can be gotten back up with a welder.....
until they take it down again <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
just image walking down a corridor that suddenly goes black, lights up in a red hue and you hear some emergancy siren blurting out via the PA system? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
on the pitch black vents: Skulks don't have flashlights and it can be hard to figure out which way a vent twists or turns even With the red lights. Maybe just the final segment of the vent could be all black.
New screenies? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->