That's Right, A New Map

VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
<div class="IPBDescription">A few preliminary shots</div> I suppose it's been a while since I last posted any screenshots of my work. The reason, I suppose, is that they've all been crud that wasn't going anywhere. I just decided to check back in and see if my mapping has improved at all. It's still crud--but it might go somewhere this time.

The map's tentative name is NS_Fathomless. It takes place in a facility of some sort lying deep underground. Surface lost contact with the facility, sends down a squad of marines, blah blah, etc. I intend to have a few "bottomless pits," one or more of which will be crossed by a moving lift, providing some opportunity to fall off and have fun.

I've only built a few rooms so far, so that's why it all looks a bit similar right now. All four of these shots are of the marine spawn and its immediate surroundings.

Apologies for the slow loading.

<img src='http://www.boomspeed.com/vyvn/ns_fathomless1.JPG' border='0' alt='user posted image'>

<img src='http://www.boomspeed.com/vyvn/ns_fathomless2.JPG' border='0' alt='user posted image'>

<img src='http://www.boomspeed.com/vyvn/ns_fathomless3.JPG' border='0' alt='user posted image'>

Comments

  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    <img src='http://www.boomspeed.com/vyvn/ns_fathomless4.JPG' border='0' alt='user posted image'>
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Looking really nice Vyvn, my only concern is the lighting is really bright and plain. Trying adding bounce and more colors to contrast everything, it will look so much better.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    I am <b>really</b> liking that! perfect lighting for a marine spawn and surrounding area, little bits of red/yellow light to break it all up. The architecture is very well done, as with the texturing!

    Only thought is maybe move the lights a little out of the roof, so they aren't flush? I know it could make it a little harder for skulks, but it just looks a little odd <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Yes, more colors and less bright white was something I was thinking about...I'll also try adding in another bounce or two and see how it looks.

    Anything else?
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    the lighting crashes and burns, but the brush work and texturing is nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • BigwigBigwig Join Date: 2002-10-27 Member: 1646Members
    Looks great so far, nice architecture, the only thing I don't like is that overused rock texture. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

    Also, don't forget to add some more nooks and crannies for the skulks as well!
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Great architecture!

    the 4th pic could use some fog or other fun things..
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    looks very nice,. i suggest you change that rock texture tho. make your own.
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Aw, but I like that rock texture.

    Okay, I've toned down the lighting significantly and brightened some of the lightspots. I played around with some colored lighting, but it either looked bad or inappropriate for a marine spawn.

    I hope to have some more shots up in a few days.
  • TomCerulTomCerul Join Date: 2002-11-22 Member: 9614Members
    I really like your shots, especially for a marine spawn. They are lit like a place that people are in a lot.

    I'd feel comfortable walking into this facility to fix some machine or rewire something. I think it's realistic for an industrial work environment.

    The marine base should be the cleanest, most well lit part of the whole map.
  • NessNess Join Date: 2002-12-17 Member: 10935Members, Reinforced - Onos
    Real nice, though i'd stay away from revolving platforms over a bottomless pit. If any of you have played the starwars2 map on Counter Strike you know what i'm talking about!
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Well, it'll be a <i>big</i> platform, with guardrails. It's not like I'm trying to get people killed here, heh heh.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Looking good, Vvyn, looking good. That last shot reminds me of Bast. Surely a good thing ^_^
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    looks great so far, the only thing that bugs me is in the first picture there is a diagonal piece in the bottom right corner that loos out of place. I think the texture clashes with itself because it's not perpendicular. Damn I'm picky huh?
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    The pipes in the first pic need some work. Otherwise, everything is either okay or good... and in some cases, excellent!

    Merry Christmas! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
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