<!--QuoteBegin--ChromeAngel+Dec 19 2002, 07:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Dec 19 2002, 07:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--[watch.me.die]+Dec 20 2002, 06:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([watch.me.die] @ Dec 20 2002, 06:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->there needs to be some way of getting to that R tower, otherwise skulks will be able to hide behind it and munch away while the marines can't do anything...
and once it's gone they won't be able to rebuild until they either boost up there or get jetpacks (if they don't have any teamwork <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Hanz has added a ladder. You can see it in the revised picture if you look closely.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> *rubs eyes* <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
even though high ceilings are fun, you should move the lights down just a teeny bit from the ceiling so there's a bit of a dark spot for skulks to have fun in <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
There are actually lots of darkspots...probably too many...I'm gonna have to light the floor a lot better because the marines will get frustrated very quickly because the skulks have so many places to hide
I would suggest makeing the room a little longer, and alternating the ramps so they arent in a straight line, but so far your map looks very good and very cool. =)
I'm a n00b to mapping so throw these suggestions out the window if you like.
Break one of the roof lights and add a portable light to replace it. Just to give it a bit of lived-in-ness.
example lights: <a href='http://www.866blilamps.com/bayco/bayco_halogen_work_lights.html' target='_blank'>http://www.866blilamps.com/bayco/bayco_hal...ork_lights.html</a>
As a skulk, I'd expect to be able to sit on top of those rafters. It looks like I wouldn't be safe there, but if I was quiet maybe noone would notice me.
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
Very pretty MS, Hanz. I'm a little worried that the CC is just *waiting* for a skulk to slip in and munch away, though... that's pretty hard to defend in there.
Beautiful screens! I liked the dooropenings! The lightning was fine too, but maybe too dark in different areas. I have only seen the screens you provided, but I think it could do adding a few characteristic stuff within some of the rooms.
The dorrdesign = <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> ! Very nice! As someone mentioned, a custom doordesign could make it even more lovely!
Just wondering what people think. The 2 black cylinders on the walls are placeholders for the entrances to the hive.. plus, also note that the three big pipes will have particle system waterfalls
The walls doo look rather repetative, some chunky pipes, hatches storage tanks or pumps would break them up nicely. Lots of infestation textures, but it's still very angular, try adding pyramids of ALIENWALL3 as alien gunk. If your going to do octagonal doorways I suggest hanving a flat floor to them, or you WILL get caught up on them.
I agree with ChromeAngel ... break up the walls a bit, maybe some more brush work that looks like ceiling/wall supports, and that will be a sweet looking hive. I love the large pipe openings with grates. Looks very realistic as some sort of sewer system.
Comments
and once it's gone they won't be able to rebuild until they either boost up there or get jetpacks (if they don't have any teamwork <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Hanz has added a ladder. You can see it in the revised picture if you look closely.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
*rubs eyes* <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
even though high ceilings are fun, you should move the lights down just a teeny bit from the ceiling so there's a bit of a dark spot for skulks to have fun in <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Break one of the roof lights and add a portable light to replace it. Just to give it a bit of lived-in-ness.
example lights: <a href='http://www.866blilamps.com/bayco/bayco_halogen_work_lights.html' target='_blank'>http://www.866blilamps.com/bayco/bayco_hal...ork_lights.html</a>
As a skulk, I'd expect to be able to sit on top of those rafters. It looks like I wouldn't be safe there, but if I was quiet maybe noone would notice me.
Make the railings on the two ramps match.
Hope I can make maps that look that good someday.
The dorrdesign = <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> ! Very nice! As someone mentioned, a custom doordesign could make it even more lovely!
Just wondering what people think. The 2 black cylinders on the walls are placeholders for the entrances to the hive.. plus, also note that the three big pipes will have particle system waterfalls
As for the screens, interesting, but the alien texturing seems repetitive (or just, there's a helluva lot of it).