Ns_xpecial Pics

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Comments

  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Wow, you certainly are shooting for a whole new level in ns mapping here! GJ <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    Do the marine dropships move and do other fun things? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Oh, and the picture where you're outside the glass and looking into the lab.... change those textures, pleeeeeease. HL textures = super yuckage.
  • Lightning_BlueLightning_Blue Sunny Domination Join Date: 2002-12-11 Member: 10647Members, Constellation, Reinforced - Silver
    What is wrong with HL Textures?

    I think they look nice, reminds me of HL <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    well, if this map was good looking it woud be sweeet! you seriously need to work with the texturing and brushwork
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    edited January 2003
    <!--QuoteBegin--Odin_spain+Dec 25 2002, 04:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Odin_spain @ Dec 25 2002, 04:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Some things only can be used by marines using a secret code that change each round (and only comm can know it.)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    yeah see thats a good idea, because new maps aren't supposed to be fair at all... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> i mean i understand your innovation and all and trying to do something different, its just that some things in your map won't work well for everyone.
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    <!--QuoteBegin--supernorn2000+Dec 25 2002, 09:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (supernorn2000 @ Dec 25 2002, 09:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Odin_spain+Dec 25 2002, 11:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Odin_spain @ Dec 25 2002, 11:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-  2 floors supported, Comm can see 1 floor or 2 foors pushing a only-comm-button. Comm can build in all floors<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    omg! why did no-one think of this before!!!?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    because the r_speeds would be off the scale.
  • Odin_spainOdin_spain Join Date: 2002-11-21 Member: 9501Members
    I´m know that some old pics are too....flat, but im learning to mapping for NS!, and all pics that I can see in this forum are very good <!--emo&:0--><img src='http://www.natural-selection.org/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->

    I try to do best that I can, but I´m learning to use entities, I build more good each week, and I´m try to do a map "like I wish to play", with a lot of weldables things, a lot of changes each round that I play, exciting efects...

    "2 floors view support" dont take a lot of r_speeds, only it "exit on the scale" if you build 2 rooms with 800 rspeeds and try to see both, only you need to do its to build 2 rooms with 400 rspeeds each one. 2 floors suported its only a tool, don´t try to use a hammer to play piano.

    ns_xpecial its about 30%, and I know some rooms need more things to see fine (all rooms and corridors cannot have 800 rspeeds <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> )


    A pic of "descent chamber"
  • Odin_spainOdin_spain Join Date: 2002-11-21 Member: 9501Members
    Another pic of "descent chamber" in reverse angle with descent doors open and front windows open too. player can walk and fire throught top catwalk. Light can be turn off, but a dont take this pic cos you´ll say that its too dark <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Odin_spainOdin_spain Join Date: 2002-11-21 Member: 9501Members
    This is the main door open. The upper passage can be closed, before round start, see next pic
  • Odin_spainOdin_spain Join Date: 2002-11-21 Member: 9501Members
    ...center passage its closed, but two ways to down are open cos this catwalks are brekacables (the bigs buttons are only for test it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> )
  • Odin_spainOdin_spain Join Date: 2002-11-21 Member: 9501Members
    in the next pic catwalks are closed (only its doing before start round). Front security door its open (its other variable). I repeat that big buttons are only for test map
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    ahh the bliss of ignorance to Mapping technique!
  • Odin_spainOdin_spain Join Date: 2002-11-21 Member: 9501Members
    ..in the lastes pics, comm can build in all botton corridor (behind big block too) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    next pic of a transicion corridor, this zone have doors with glass to see before open <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Odin_spainOdin_spain Join Date: 2002-11-21 Member: 9501Members
    A main corridor, with doors+glass, a big fan in the top of the cross, and a vent run paralel to the corridor at right. Soldiers can fire throught right vents, and aliens can open some of this to rush marines.

    Thanks for read me and sorry about my english <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • sySTEm1sySTEm1 Join Date: 2002-12-20 Member: 11222Members
    the ideas u have for this map are very good.. if you can get them to work, but i have to say u need to work on the texturing, the use of wall_lab textures does look good, but wall_lab always look good, but they are overused as alot of ppl say, not that i think it matters, cus in TFC the same textures were used for most maps <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> keep working at it, if you are just learning then fair enuff. the only problems i can see have already been bought up in previous posts by other ppl.
  • RED_NEDRED_NED Join Date: 2002-08-10 Member: 1131Members
    Is the 2 floors idea used by having a button that only the comm can see that changes the hieght of the comm view?

    if so couldnt you have certain rooms with 2 floors, so that the comm could only see the topp floor when he is viewing the 1st level - to help with the r_speeds issue. You could have a button next to each room with 2 floors, and not go mad with em - would this add a nice personal touch to a level.

    Oh another thing my friend asked was possible, is if you could do areas of the map that had static for the commander view, as if the area was damaged or something. could it be done with transparent animated textures, or sprites etc?
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Looks good, especially the Descent Chamber. Yeah yeah, it uses the wall_lab textures, but I feel they work well in this case. Fairly good brushwork and lighting, although it could use a few light_spots to add some contrast, if you don't already have them. The pics on the first two pages aren't as nice, but the more recent ones are really quite good. Overall, keep it up.

    One note though--as cool as the wall_lab texture with the large TSA symbol with the sunflare behind it is, it was designed specifically for ns_eclipse and was not even supposed to be included in the wads releases with NS v1.0. Unless KFS has changed his views, it would be a good idea to find a different texture for that place.
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    Do Siege Cannons work on the floors above or below where it's placed? If it does did you take that into account for gameplay?
  • Odin_spainOdin_spain Join Date: 2002-11-21 Member: 9501Members
    Each zone have his own "2 floors button" cos only some little zone have 2 floors, ej: "descent chamber" have his own button, cos soldiers can descent by doors (one have a ladder and other a lift) to a small room, it have a "high security corridor" that give acces to a hive. All are under normal floor (throught descente chamber and a near corridor), and comm can see it only when he wish.

    With "2 floors" comm can see and build ONLY in top floor OR he can see BOTH floors but only build in botton floor <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Add "statics effect" in some rooms only for comm view..... I think that I could add it, and could be a nice idea. Aliens could break a fuse and comm only see static, and soldiers could weld it. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    Sieges work in both levels too, I know it.

    Thanks for readme and tell me what do you think.
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    map design = good
    ideas = amazing
    texturing = could use some improvement. ex: wall_lab3b
    practical application of those ideas = r_speed HELL

    I am curious to know how you plan to implement the roving marinestarts? Or maybe I am just missing something blatently odvious.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    map looks way too half-life-ish.
    Don't use HL textures except for specific stuff (no walls or ground textures plz)

    The 2 level floor thing is good, but yeah. It causes a lot of strain for the commander. If you HAVE to do it, do it only in SMALL areas and no more then 2 times.
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