Preliminary shots of ns_abyss
Legionnaired
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.
Critisism welcomed.
Comments
Oh, sorry for the crappy image quality, I had to use some horrible quality to get it to export small enough.
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
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-->
Other than that good work, you'vw certainly got the right atmosphere happening
Any clue how hard that is?
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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 . . .
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-->
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.
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.
If it becomes a problem, I'll take it out.