ns_deaths_head

ArchaicArchaic Join Date: 2008-03-30 Member: 64001Members
edited July 2008 in Mapping Forum
<div class="IPBDescription">my 1st map</div>This Post Will be updated with new screenshots and map tests as i make stuff/finish hallways/rooms

helpful hints, help, advice, and praise are very welcome.

Map Stats:

history of names: centauri, deaths head, preemtive

progress guesses: Overall: 5-10%
weapons blister hive: 50-90%
Maint. Corridor Section: 99%
main corridor section: 90%

Screenshots:
<a href="http://www.warboards.org/attachment.php?attachmentid=10532&d=1214884872" target="_blank">Weapons Blister(wip)(out of date)</a>
<a href="http://www.warboards.org/attachment.php?attachmentid=10550&d=1215065968" target="_blank">Maint. Corridor(open)(out of date)</a>
<a href="http://www.warboards.org/attachment.php?attachmentid=10549&d=1215065968" target="_blank">Maint. Corridor(behind pipes)(out of date)</a>
<a href="http://www.warboards.org/attachment.php?attachmentid=10555&d=1215158494" target="_blank">Main corridor</a>
<a href="http://www.warboards.org/attachment.php?attachmentid=10556&d=1215158494" target="_blank">main corridor(long)</a>

Comments

  • NSSlayerNSSlayer Join Date: 2006-11-12 Member: 58554Members
    Hi! The layout of the hivaroom is nice, but there is a lot to do with texture application(the stairs look strange, and those support-walls' texture should be twice as wide, and as well as i see, its fullbright. Do you have leak on your map?
    Here is a tutorial about texturing(it might be useful)
    <a href="http://www.snarkpit.net/editing.php?page=tutorials&game=HL&id=95" target="_blank">http://www.snarkpit.net/editing.php?page=t...me=HL&id=95</a> using ALT properly could solve almost every small mistakes you did. Keep mapping, the architecture is cool.
  • ArchaicArchaic Join Date: 2008-03-30 Member: 64001Members
    hmm, i did the supports that way on purpose, i like the way it looks.
    unfortunately, the tutorial is...useless...as i am using quark(couldn't find valve hammer)
    as for the lighting, i threw some lights in so i could take the screenshot.

    you may havew guessed, but i am a complete newb, i cannot even get a seal on my map without making a poly hollow:(

    advice is welcome
  • ArchaicArchaic Join Date: 2008-03-30 Member: 64001Members
    MAP UPDATED!

    check 1st post
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    Hmm... It's a matter of personal preference, but I'd have a little less infestation on the hive room. Now it looks a bit like an infested kilt with the similar infestation all over the place. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    I don't know how that one would look with the finished lighting though.
  • ArchaicArchaic Join Date: 2008-03-30 Member: 64001Members
    map updated: check first post

    ok, i am rearrangeing textures in hive(denser infest around hive)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Ya might want to keep an eye on the commander view, the hive area (outdated shot?) has a lot of stuff above the ground. with these mutliple levels above each other the commander could have trouble placing structures or aiding the marines.

    Just drop a command console in the map and jump in it to see how much trouble the comm really has <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    I like the hive area though. Needs a nice blue glow from the center or something with them lights there. I have yet to see a blue-ish hive area with most of them being their green/orange/red, but I do think it could look cool...
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