Ns_romana

nrbynrby Join Date: 2002-03-05 Member: 270Members
<div class="IPBDescription">17 images + overhead</div>Ok, here are a few more images from ns_romana (my second project) set in a fission powered chemical plant.
The images have been gamma corrected, but still look a lot darker than they do in-game.
Layout is mostly done, a few small corridors and vents remain, and a few areas need furnishing.
Use the overhead as a guide to it's current progress, not it's final state.
I made the map slightly smaller than normal to try and get a faster pace. It's not too small however that teams will get overrun, and a lot of smaller routes and variations add to the feeling of a map larger than it actually is.
The tram and the conveyers both move, i'll add some particle systems later on to give the look of stuff falling from the drop tubes onto the conveyers etc. Also note it does look very boxy in parts until i've finalised the layout. I'll go back and make the areas a lot more natural and varied.
Freon is still on <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

The key is wrong, yellow are resoure and green are hives. Sadly mass flatulance has dissolved vital parts of my brain thus blocking some simple functions such as color, co-ordination and typi-DHAFDSsssass  smeeee

<img src="http://csnation.counter-strike.net/barney/personal/fission_oh1.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fis1.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fis2.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fis3.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fis4.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fis5.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fis6.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fis7.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fis8.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fis9.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fis10.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fis11.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fis12.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fis13.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fis14.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fis15.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fis16.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fis17.jpg" border="0">



<!--EDIT|n@rby|June 13 2002,17:46-->

Comments

  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    I think you have got the 'Hive' and 'Resource' wrong in the Key for the overhead. Unless youre planning to break well away from the mapping guidelines of course. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    In the first, last, and second to last pics, I don't think that texture is very suiting on the walkway. I would imagine one would trip on the grooves <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> I love those fans in pic 10. Sweet idea. I also really like the vents (?) in the 3rd to last pic.
  • F4WNF4WN Join Date: 2002-04-01 Member: 372Members
    Looks great. I love the lighting. The only problem I see is the far left hive really only has one way out. You should add an alternate route for the aliens to get out.

    Edit: I just noticed on the last picture the ceiling texture is really stretched out. I can't tell if it's slanted or not, but if it is, make sure the to world flag is checked.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    <!--QuoteBegin--F4WN+June 13 2002,17:53--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (F4WN @ June 13 2002,17:53)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Looks great. I love the lighting. The only problem I see is the far left hive really only has one way out. You should add an alternate route for the aliens to get out.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    yep, there is a water pool in the hive which will connect up with another area
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    infested areas look great, as do the walkways above da sludge. you may want to make the pathway from the grey area right above the left hive a bit longer.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    <!--QuoteBegin--TychoCelchuuu+June 13 2002,18:07--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (TychoCelchuuu @ June 13 2002,18:07)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->infested areas look great, as do the walkways above da sludge. you may want to make the pathway from the grey area right above the left hive a bit longer.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Thats an unpopulated room right now, its really open and will be sectioned off later on
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    I can't see much of anything with the contrast on the monitor here at work. My comments therefore will have to suffice as such:

    Nice name.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    hehe

    thats looking good n@rby, once again im bludging school and hoping that it will be over soon =/

    i wish i had more time to work on my mapping but win XP is being a ####### at the moment and wont run OPENGL for me, i think its the new detonator driver =/

    does anyone know where i can get older detonator drivers?
  • Stupid_PinkyStupid_Pinky Join Date: 2002-02-09 Member: 187Members
    Looks very square to me
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Read the post pinky.
  • Stupid_PinkyStupid_Pinky Join Date: 2002-02-09 Member: 187Members
    k. my bad. I just dont like to read sometimes <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    <img src="http://csnation.counter-strike.net/barney/personal/fis6.jpg" border="0">
    Shouldnt you make that a transparent ladder for the sake of planes?
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    I prefer solid railings where possible, planes are fine right now and if they get high i can just replace it
  • Right_Behind_YouRight_Behind_You Join Date: 2002-04-23 Member: 501Members
    1st. Whats the room in the topleft for?
    2nd. Whats the room in the bottomright for?
  • BadgerBadger Join Date: 2002-05-04 Member: 575Members
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    AAARGGG, no scanlines plzthnx (they are evil)
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    I think your new map looks great Narb. You dunnit again <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    But i guess it looks like an old, rusty, damaged, broke spaceship, and you -could- remove some of the lights (include them in your map, just make them broke(/flikkering? although this could be irritating))
    I saw them in 8, 11, 14 and especially 15 you could break a (some) light.

    I think it would just look perfect in these corridors, instead of REALLY DAMN GOOD like it does now <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    I keep thinking about poor tiny trying to get around in some of those shots.. some of em, seems like a dead end for him =/.

    and its still grey.. very grey.. but as u said, some rooms need "furnishing" so I guees it will be more colorfull later on =)

    else than that, sweet architecture(spelling?)*thumbs up*
Sign In or Register to comment.