That's Right, A New Map
Vyvn
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'>
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
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-->
Anything else?
Also, don't forget to add some more nooks and crannies for the skulks as well!
the 4th pic could use some fog or other fun things..
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.
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.
Merry Christmas! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->