ns_lost - 9 new pics
Greedo
Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
<div class="IPBDescription">I was busy while the forums were down</div> So, I'm probably very near the 2/3 finished mark with my level. I just need a third hive, a marine spawn, and 1 or 2 rooms in between (I haven't decided on how many yet).
So, without further ado, 9 new shots of ns_lost:
<img src='http://www.bol.ucla.edu/~mrolek/lost15.jpg' border='0' alt='user posted image'>
<img src='http://www.bol.ucla.edu/~mrolek/lost16.jpg' border='0' alt='user posted image'>
<img src='http://www.bol.ucla.edu/~mrolek/lost17.jpg' border='0' alt='user posted image'>
So, without further ado, 9 new shots of ns_lost:
<img src='http://www.bol.ucla.edu/~mrolek/lost15.jpg' border='0' alt='user posted image'>
<img src='http://www.bol.ucla.edu/~mrolek/lost16.jpg' border='0' alt='user posted image'>
<img src='http://www.bol.ucla.edu/~mrolek/lost17.jpg' border='0' alt='user posted image'>
Comments
<img src='http://www.bol.ucla.edu/~mrolek/lost19.jpg' border='0' alt='user posted image'>
<img src='http://www.bol.ucla.edu/~mrolek/lost20.jpg' border='0' alt='user posted image'>
<img src='http://www.bol.ucla.edu/~mrolek/lost22.jpg' border='0' alt='user posted image'>
<img src='http://www.bol.ucla.edu/~mrolek/lost23.jpg' border='0' alt='user posted image'>
The slopeing hallway in the first 2 shots appears to have a <i>very</i> steep gradient and a very low ceiling. A platfrom, ladders or steps might work better.
Is the other slopeing hallway intended to be one-way for the marines?
I agree with Chrome - the hallway in the first/second SS does look very very steep. A little too steep, that is my only problem with these screenshots -- every else rocks. The festation is so well done, the PS effects in the hive room, the lighting -- unf! unf! unf! unf! I've been waiting ever since lost|13 or so to play on lost -- I want lost!!!!
Hmm... yes.. now to get to work on crashing the forums for another 4 day period.. hehehe.
Crates are the perfect low-poly detail. It's not like I placed them all mechanically lined up at 90 degree angles snapped together like legos. They're organically placed, with semi-random disruptions.
Besides, what else am I going to put in a cargo bay with r-speeds already pushing 4-500?
but crates are fine by me. Especially those beautiful NS crates <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
<b>Crates?</b> In a <b>cargo</b> bay?!?! Are you <b>mad</b>!?!
;D
Well, despite what you may think, that's <i>not</i> where I got the name from. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
I mean, I think I have a fairly easy layout mapped out so far. No horribly endless corridors of pain leading to twists, turns, and dead ends. I've tried to at least give the level a semblance of what it might look like if it actually were a real ship.
The large scale of the rooms is intended. A lot of the rooms are very large and ominous, while the corridors are small and constricting. Being overwhelmed (I hope!) is an intended side effect.