My first map eva

Parse_ErrorParse_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.)

Comments

  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    definitely need lighting contrast . . .
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Hi Parse, really nice stuff for a first map.
    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-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Hey,

    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-->
  • The_ArtistThe_Artist Join Date: 2002-03-11 Member: 305Members
    wow..kinda reminds me of half-life...getting kinda nestalgic feeling now!!

    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.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    liek people said, stay away from those HL textures, Cory included soem really high-quality textures in the Ns wad.
    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.
  • Parse_ErrorParse_Error Join Date: 2002-03-18 Member: 331Members
    Thanks for the respones fellas, the space they are in is the marine spawn, i'll probably make it a little smaller and add some cargo containers. I'll definitely take those into consideration and give you guys an update. thanks again.
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