Random stuff

Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members Posts: 234 Fully active user
The result of watching scifi movies...
Still keeping r_speeds around or below 600... which is a pain!!


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Comments

  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members Posts: 234 Fully active user
    Finished (mostly) section of the L-shaped corridor connected to the lower section of the crew's living quarters, labs, etc. This corridor is used to connected the mentioned sections to the maintenance, cargo, back-up control room, weapons fire-control and other restricted areas. I've always wanted to try using the nos_plaspan texture so, here's my attempt at using it:

    (NOTE: I ran a contrast/brightness filter on this image... in-game it looks like the screenshots above)

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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,687 Advanced user
    I like that last one, a really unique style and also a very moody look somehow with use of that white vs dark... Let
    s hope ya can make it look like that ingame!

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  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow Posts: 2,875 Advanced user
    I like the top one esthethically, but it won't play too well without some more cover for aliens(some boxes or a vent or something would do).

    I see some vertical faces near the ceiling in the last shot; don't make too many of those, they're annoying for the comm in ns_ maps unless belonging to a func_seethrough. The 45 degree slopes on the ceiling are safe, comm can't see them from any angle.
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members Posts: 234 Fully active user
    I could add boxes or some other form of cover, though, I was planning on having the vents allow the smaller aliens to bypass this particular open area. That, and the lower section is going to be accessible to the alien players, though, I haven't decided if I'm going to put a func_ladder in there for any marines who feel the urge to jump down there.

    So far, I've tried to keep the unwanted visible faces of the map (in com view) to the sides as much as possible. So far, I'm hoping that the clutter isn't too bad:

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  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow Posts: 2,875 Advanced user
    That looks perfectly fine.
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members Posts: 234 Fully active user
    The reactor control room:

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  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members Posts: 234 Fully active user
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members Posts: 234 Fully active user
    edited August 2010
    Getting back to mapping... (been playing SS HD TSE........ 6005 POLYGONS PER KR*****!!)

    Here's where I am currently (got another room added, but still need to add all the extras):

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  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members Posts: 234 Fully active user
    I actually had some time work on the map tonight! Here's part of what I've worked on:

    Started out with some random brushwork, which, this is my third or fourth attempt on this room:

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    Textures added:

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  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members Posts: 234 Fully active user
    edited September 2010
    Since I'm using Windows 7 now, I'm guessing on the effects of the in-game gamma when I touch-up the contrast and brightness of the images:

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    Still working on the alien pathway. Had to make some r_speed related changes... still keeping it under 600 if I can help it!!!
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members Posts: 234 Fully active user
    I'm trying (trying being the operative word here...) to make the infested area look a little more "organic" than the other areas of the map...

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  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members Posts: 234 Fully active user
    Finally got this section finished... getting the textures to work right was a bit of a pain...

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    Keeping the r_speeds down in this room has been a bit of a challenge. Keeping the hives out of siege turret range from one of the surrounding rooms has been a bit of another... still testing that little problem out though...

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    Anyway, I'm nearly done with the basics on this map. Anyone want to test it out before I add all the extras?
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members Posts: 234 Fully active user
    Marine side ready-room.

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  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members Posts: 234 Fully active user
    edited November 2010
    Well, map got too big for what I had initially intended... now converting it into a regular NS map..

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  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members Posts: 1,115 Advanced user
    Map looks good, all except that white rectangle texture that you used in several spots. It's quite irritating to look at, I suggest using a different texture.
    QUOTE (unknown)
    Admiral, why dont we just breach the hull after overriding the automatic hatchlocks closing procedure?

    Last time we did this an onos just put its fat **** inside the hole and lerks just farted a new athmosphere.
    It looked so gross that we decided to never ever do this again.


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