Preliminary shots of ns_abyss

LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
<div class="IPBDescription">Here it is, as if you cared.</div>Well this is gonna be my first complete map, and I just finished with the marine spawn.

Critisism welcomed.

Comments

  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Another Angle: and yes, that is a yellow submarine <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Oh, sorry for the crappy image quality, I had to use some horrible quality to get it to export small enough.
  • Llama_KillerLlama_Killer Join Date: 2002-07-30 Member: 1029Members
    <b>We all live in a yellow submarine a yellow submarine......</b>

    niceness.... keep up the good work then do my map for me  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->  joke but nice work
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Thanks.. Anyone else?
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    umm, I hope that texturing isn't final.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    It's a bit simplistic and undetailed, but I think it really fits the mood of NS pretty well.  Some complaints -- that railing is far too tall and skinny.  It looks like it'd bend right over.  Also, I don't really care for the texturing that you have for the bars on the ceiling.  Nice lighting though.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Thanks, I'll lower and beef up the rail

    I'm also gonna add a small crane area over the yellow submarine.

    Oh, and mouse, the texturing's pretty much final, but it does look like butthole simply because I had to scale down the detail to get a 1600x1200 image down to 70 KB.

    Any clue how hard that is? <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    The texturing needs some work on the cieling. The only other thing, is that you seem to have really un-efficient usage of R_speeds there. The room is mostly box shaped and usually the main reason in making a room that shape is to lower the R_speeds. You could help this by using better texturing methods to make the roof LOOK like it has lots of beams and such, while not actually having huge amounts of brushwork, and using those transparency textures on thing like th railing.

    Other than that good work, you'vw certainly got the right atmosphere happening
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    1600 x 1200?  <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->  No wonder it's impossible to see more than half the pic at the same time...
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Oh, and mouse, the texturing's pretty much final, but it does look like butthole simply because I had to scale down the detail to get a 1600x1200 image down to 70 KB.

    Any clue how hard that is?  
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    erm, yes i do, but you really should have halved the actual size of it (to 800*600), 1600*1200 images would be very hard for someone on say, 800*600 or even 1024*768 to see, it makes it very hard to critique the picture as a whole if you can only see a quarter of it . . .
  • Evil_Sonic_Death_MonkeyEvil_Sonic_Death_Monkey Join Date: 2002-08-09 Member: 1125Members
    my res is 1152x864 and its really F*****G big... i can't c much... gotta keep on scrolling. seriously, how big is ur screen? i wanna know, cuz its amazing how ur comp can take 1600x1200
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    So you're saying you screen is so big, you can't see much? Strange, with large moniters, I can see pretty well.
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    thats pretty nice for your first completed map. You're on your way Legionnaired, you're on your way
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Thanks Tzarcon, but actually, it's <i>gonna</i> be the first map I complete.

    Ok, well I cleaned up the texturing on the ceiling, But I think i'm gonna keep that rafters and the brush-based railing, simply because I have the R_speeds to work with, so I may as well use em. Anyway, I'll be sure to post in a lower res from now on.

    BTW, EvilSonicDeathMonkey:

    Athlon XP 1800
    GeForce 3 <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Legionnaird: I think, from the sections of those pics that I can see in one go, that it might be a tad too dark for a marine spawn. If you make it that dark it kind of leaves you with no where to go as you move closer to the Alien areas...
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    I was thinking about that too, but I think the whole theme of tha map is going to make the marines feel like they're getting killed through the map, but have the ability to weld stuff (Turn on lights, Seal off hallways and vents, etc.)

    So really, the Marines feel outgunned in the beginning, but as soon as  they get welders and start moving out through the level, they will weld more stuff, and turn on more lights... etc.

    But I actually DO want it to look dismal, sooo... yeah. Thanks for the concern though, it is nice to know you people care.
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    <!--QuoteBegin--Legionnaired+Sep. 06 2002,22:31--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Legionnaired @ Sep. 06 2002,22:31)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Ok, well I cleaned up the texturing on the ceiling, But I think i'm gonna keep that rafters and the brush-based railing, simply because I have the R_speeds to work with, so I may as well use em. Anyway, I'll be sure to post in a lower res from now on.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Well, due to the size of NS maps, you start to run into clip node problems. Therefore it is a good idea to be economical in your brushwork all the time, rather than only considering R_Speeds.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Oh, ok, hadn't considered that...

    If it becomes a problem, I'll take it out.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    cute sub! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
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