Two Pictures
Cronos
Join Date: 2002-10-18 Member: 1542Members
<div class="IPBDescription">Hall Prototypes</div> Since my last post, I've nailed the basic layout of my MvM map, ns_civil.
I have for you, two pictures of halls that I've been designing to place in the map and adjust as necessary. Bear in mind, they are prototypes, suggestions and ideas to improve them are more then welcome.
For your viewing pleasure (just hope they show up!) ns_civil Hallproto0001, and ns_civil Hallproto0000
<img src='http://galileo.spaceports.com/~cronos00/Hallproto0001.JPG' border='0' alt='user posted image'>
And
<img src='http://galileo.spaceports.com/~cronos00/Hallproto0000.JPG' border='0' alt='user posted image'>
I have for you, two pictures of halls that I've been designing to place in the map and adjust as necessary. Bear in mind, they are prototypes, suggestions and ideas to improve them are more then welcome.
For your viewing pleasure (just hope they show up!) ns_civil Hallproto0001, and ns_civil Hallproto0000
<img src='http://galileo.spaceports.com/~cronos00/Hallproto0001.JPG' border='0' alt='user posted image'>
And
<img src='http://galileo.spaceports.com/~cronos00/Hallproto0000.JPG' border='0' alt='user posted image'>
Comments
the first one looks nice (second one looks freaky), but they are both very undetailled (sp?)...
And in the second one, I'll be narrowing the roof cross-beams as they look too thick for my liking...
Ill use a particular set of hallways from Nancy. Crew Quarters. They as dull as you can get on that map, but still comes off as mildly interesting due to the use of bacterium textures, but also lots of "faux" doorways giving an illusion of it is a "real place" and not just another conduit. Another example is the hallway leading from Starboard Airlock to crew lockers. Some grillwork with stuff beneath it, a hallway with windows etc.
There's a new map submitted to the 1.1 release that I downloaded and explored. It suffered from using the same design all over the place, both texture wise, but also in lack of interesting features that goes beyond mere topography. I've tried to design maps for Duke and it's HARD to make something that looks great. It easily gets to look samey or featureless. So these hallways, while nice looking, should be combined with some diversity. Only your imagination and skill will limit what.
First one look like good building stones however for a map. What kind of mood are you wanting? The them of the map is what? Space station? Mining complex? Starship? Outpost? Hi tech place or gritty nitty industrial?
The second one, however. Is that redhot lava I see below the grill? It sure looks like it and if it is indeed so, then it say it's a bad idea. It just looks silly with redhot lava just below a thin iron grill and what looks to be concrete walls. If you'd want lava you'd also want a clear sign of destruction or melting stuff. Or some raw natural looking bedrock style instead of nicely looking walls.
<a href='http://galileo.spaceports.com/~cronos00/Hallproto0000.JPG' target='_blank'>http://galileo.spaceports.com/~cronos00/Ha...llproto0000.JPG</a>
<a href='http://galileo.spaceports.com/~cronos00/Hallproto0001.JPG' target='_blank'>http://galileo.spaceports.com/~cronos00/Ha...llproto0001.JPG</a>
Click them or copy/paste them to take a look.
Once again, apologies that they havent shown up <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->