My first map eva
Parse_Error
Join Date: 2002-03-18 Member: 331Members
<div class="IPBDescription">I'm new to mapping so critique me</div>Here is my first map. It's no Hera(HAHAHAHAHAHA) but hey I'm new to this mapping game. Extremely new. But tell me what I can do to this room to make it look more the NS style. I'm hoping this will help my creative juices to start flowing again cuz as of now the well has run dry...
Thanx
<a href="http://www.nbclub.org/~scaldwell/gallery/view_album.php?set_albumName=ns_deep" target="_blank">My pictures</a> (The pics are around 700k, so those w/ sad connections may wanna get set for the long haul. Tis only be 3 pictures.)
Thanx
<a href="http://www.nbclub.org/~scaldwell/gallery/view_album.php?set_albumName=ns_deep" target="_blank">My pictures</a> (The pics are around 700k, so those w/ sad connections may wanna get set for the long haul. Tis only be 3 pictures.)
Comments
I'd suggest the following:
-Skip the HL textures. There are more than enough NS textures that'll look a whole lot better.
-Try to create less open spaces, they're the aliens death.
-Add a little contrast to the lightning, maybe by 'trashing' one or two of the lightsources.
-Keep up the good work <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Looks like a really great start for someone so new to the hobby. The one thing I would add to what the others have said... Is to stay away from those two blue and yellow light textures for lighting your level. I guess this may be more of a personal preference, but when one uses those specific light textures with their default .rad settings, it tends to make the level look not as nice... as opposed to if you hadn't used them.
Others may say otherwise, but I kind of doubt it. Those ligths are used a lot, but I personally don't think they look all that swell/spiffy/hot.
I guess that's not all that much help to you but...
Definately looks like you've got a promising start on the art of level design. (heh.)
<!--EDIT|ken20banks|Mar. 22 2002,00:39-->
hehe not bad for a noob....i tell you some of my maps when i started were crap <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> .
Yeah stay away from open spaces for inside only have a few for marines to back up into. Make the rooms closer to the alien hive alot more 'compact' to take advantage of the alien close range weaponary.
Second, the roosm are very big and open, try to put in some debry, machinery, crates( well I'm not really a fan of crates, but they keep r-speeds down), your lighting needs soem work, put in less lighting sources and pump up the contrast, be sure to check out the env_gamma. Oh and mayeb try some coloured light. Architexture isn't that bad, just try to brake through the linearity in your design. In Ns you can use particle systems, I can't use them yet, but they offer great possibilities, oh and if you were plannign o naddign an env_fog know that it only works in opengl and that it gives s ome minor graphical errors usign welders and stuff.