Nova Marine Start
Tequila
Join Date: 2003-08-13 Member: 19660Members
<div class="IPBDescription">Work in progress, natch.</div> I've done quite a bit of the marine start; still a lot more to do, but I thought it's time you 'brush champions' had a goosey gander <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Note: In these shots, the big walls have temporary textures slapped on them, and no detail added, and I've had to add some temporary lights around the 'proper' lighitng just so it doesn't look like areas of interest floating in a sea of darkness <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Note: In these shots, the big walls have temporary textures slapped on them, and no detail added, and I've had to add some temporary lights around the 'proper' lighitng just so it doesn't look like areas of interest floating in a sea of darkness <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Comments
Oh and, Doombringer, where have I heard that name before?
Is it from Jedi Outcast at all?
Edit: Also, you know that hologram texture that says command console on it, with the logo etc. Was that compiled into a map and isn't available, or is it a model? I've looked high and low in all the ns .wads and still it escapes me <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
It looks great m8 ...
Keep keeping up the good work !!
Ah found the damn command console logo, it was a .mdl hidden away in the ns_bast sub-folder. Crafty!
Make where the CC currently stands, an elevator up to the CC. Let me doodle on your pictures for some reference. Pink = CC. Yellow is the elevator, blue is windows, and red is the whole...well area up top. Tell me what you think!
ns_bast is bad enough with the elevator, having a skulk nibble on the cc while marines try to get up to it only to get brutally ripped apart.
Those side areas are no marine trap, from down there you still maintain eye level contact with the rest of the room, and you can shoot through the railings, making it a great defensive position. Getting out is a simple 2 jump process <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Only Criticsm is the roof panels. Needs some more detail added. Very flat. The huge glass windows make you pan upwards but then the roof disapoints! Needs some work. Other than that a great map..by a great friend <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Pics first:
Anybody have any idea how I can solve this?
Now lets see the exits and things like that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I want more!
YOU CAN'T HANDLE MORE!
Shameless "A Few Good Men" pastiche aside, expect fresh screens soon <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->