Ns_trane Pics

HeistHeist Join Date: 2002-11-09 Member: 7922Members
<div class="IPBDescription">Some more screenshots</div> A few more pictures.
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Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    nice "classic" design.
    that blue light is great.
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Very nice! When are you gonna release? and are you gonna submit it for 1.1?
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    The classic look is a good way to go, there arnt that many. You used the textures really well, nice work
  • T_RATT_RAT Join Date: 2002-12-17 Member: 10967Members, Reinforced - Gold
    Good work dude they look great. Hope to play on it someday. cheers.
  • CatpokerCatpoker Join Date: 2002-06-25 Member: 816Members
    that looks really good, really does have that "classic" feel to it

    really for 1.1?
  • DoctorJuiceDoctorJuice Join Date: 2002-02-13 Member: 212Members, Constellation
    Looks sweet! One thing I noticed is that none of the Hives have names in the upper right corner of the HUD. I assume it's cause you haven't added location name syet, but i just wanted to bring it to your attention in case you accidently overlooked it. Keep up the good work, though!!!!
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    edited February 2003
    Thanks for your feedback everyone.
    I am going through now and adding info_locations. I am hoping to get a pre-beta compile done tonight. I have a server I am gonna try and test it on tomorrow night about 11 - 12 PM CST. If anyone is interested I will get a link up and give the ip tomorrow night sometime.

    <edit> The test will be more of a bug finding test and too see if the map has any serious design flaws.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    edited February 2003
    One more thing. The vent system is not really done. I am going to be adding vents and shortcuts after I get some feedback on how the map tends to play.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    edited February 2003
    Mkay, instead of just saying "nice" or "great" I'm going to add a bit of constructive criticism <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Shots 0-6 look pretty, I like those tanith textures used with the red light. (Floor in 6 could use some alignment)

    But in shots 8 & 9 the texture use seems a bit random, leaving it feeling cluttered. Try opting for a fewer-textures theme that can be carried throughout and give the map it's own "feel".

    edit: oops I said "nice" <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    Hopefully this explains the textures....
    Pics 8 and 9 are of the marine spawn.

    The incredibly uncreative backstory...

    The USS Trane was sent to investigate an abandoned refueling station after an automatic intrusion alarm was tripped. No human explanation could be given to the alarm so the marines were sent in to investigate. I am going for the "ship" feel in the marine spawn to contrast with the older abandoned refueling station.

    Thanks for any feedback. I welcome anything anyone has to say.
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