Co_8
Delarosa
Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
<div class="IPBDescription">DANGER: newbie mapping</div> yeah, first real atempt at a map for NS in over a year...
white textures are still "undecided"
ramp will wrap around a triad looking pillar, apropriatly colored for the team taht it is on...
basic configuation is that it's a figure 8...
crits/comments?
white textures are still "undecided"
ramp will wrap around a triad looking pillar, apropriatly colored for the team taht it is on...
basic configuation is that it's a figure 8...
crits/comments?
Comments
I always work in NULL textured brushes in stead of NOIMAGE sides (saves time when Nullifying the outside of the map)
Could be an interesting map layout that figure 8...
[edit]
typos and some additions
The corner piece, on the ramp, seems to me to be facing the wrong way. You should rotate it 90 degrees counter-clockwise so that the very small square in the texture is on the outside edge, and the floor pattern seems to lead on to the paths joined to it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
The corner piece, on the ramp, seems to me to be facing the wrong way. You should rotate it 90 degrees counter-clockwise so that the very small square in the texture is on the outside edge, and the floor pattern seems to lead on to the paths joined to it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
fixed that... on the top and bottom... noticed it as soon as i posted and though "ohh well, nobody is as anal as that... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
CC added in for size...
try out random floors too... anyone have suggestions?
*sigh* I KNOW I could learn this... but my dad won't let me put any mapping program on his kick **** computer... and my one (cause my normal one died, forcing me to use a backup) is a suck **** P1 I believe... MAYBE 64 meg of ram... 0o
Hey don't complain. Up until 2 years ago I was mapping on a P1 133mhz 32mb ram comp of POWAH! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Hey don't complain. Up until 2 years ago I was mapping on a P1 133mhz 32mb ram comp of POWAH! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It's time to compile o_O
white textures are still "undecided"
ramp will wrap around a triad looking pillar, apropriatly colored for the team taht it is on...
basic configuation is that it's a figure 8...
crits/comments? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You should know better than that, we can't judge by looking at that hammer shot, so don't even have detail yet, just a walkway w/o walls and a small walkway w/ walls.
Everyone could do that. Get some more and get some compiled shots, only then we can critize.
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*off-topic*
You don't have to null the outside since VIS does it for you
It's not necessary, since they're removed for null in the compile process anyway, but i map entirely in null. Basically any texture you can't see is null, whether it's in the void, an edge joining another brush, whatever, it's null. I'm not sure why i do this, force of habit really, i guess it may save me the odd w_poly every once in a while. It can't hurt to do it really.
Oh, and your sig is way too large. Maximum size is 400x75, 22kb, and yours is, well, over. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
ah well back on topic:
Any new "compiled" shots? since what <b>JezPuh</b> said we can give you more valueable feedback from compiled shots <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->