Ns_breakdown hanger(teaser ss)

InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
Here's a teaser of the hanger (marine spawn).  You just gotta love those columns...

Comments

  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Lol....let me add...that is no where near done:P
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Well it looks barren, and the lighting could definitely use some work.  Its good to know that you're still working on it.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Erm..lemme add a few details.  So far, the hanger is as follows:
    1:4 walls
    2:catwalk
    3:pillars
    4:3 pillars with lights.

    Thats what is in the pic.  I am now working on the Dropship, and then I will finish with the lighting, the doors, and a few extra details.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    This is the product of me working for...oh....say about three hours.  I ran into about 5000 bugs whilst compiling too.  But...I got it working.

    I have the dropship almost completed, I still need to add a few details.  TGhe thing sticking out of the wall would happen to be the door from the dropship.  At the beginning, it states that the marines have just blown off the door, and are walking into the hanger.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Please ignore the lighting and the TERRIBLE software mode.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Uhhh.. I -seriously- don't think that the marines would be blowing off their own doors. Though it would make sense for a door in the base...
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    ...The whole reason they blow the door out is because on the way through the atmosphere, the power gets blown.  So, they have to blow the door open considering it won't open by itself.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Ahhhhhh... now it makes sense! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    I, the great InterFect0r, sense this map has potential. You know that you still have to work on it, and offcourse you have to. Just remember taht NS depends on it's atmosphere, thus making lightning essential to your map. Don't take this as criticism I'm just....dunno what i'm doing, oh well just work on it some more, i really think it has potential, although it reminds of a AVP map, the one from the demoversion where you start off as a marine,in that car, oh well i liked that map and this thing could end-up not resembling it at all...
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Lol...it does?  I've never even played or heard of that map.  So u can tell that it isn't that...Lol
  • BlahmanBlahman Join Date: 2002-01-25 Member: 85Members, NS1 Playtester
    Its very blocky, poorly textured, lacking detail, and flat, in terms of lighting contrast.

    The hangar is a cube with a blocky, untextured ship in the middle, surrounded by a border-less, rail-less catwalk with no realistic means of suspension.

    The way the 'door' from the ship is sticking into the wall, which, despite the physical impossibilities, is poorly conveyed (needs dust, rubble, smoke, crumpled metal, etc).

    You are going to need to make or find custom textures for the ship. It won't look like anything but a block with generic textures on it until you do.

    Sorry if this comes off as harsh, but it's truth, and I find that the best way to improve is to admit mistakes and shortcomings, and keep at it.

    I know you have good ideas for a map, but you need to work on the technical and artistic aspects of mapping. Put polygons to their best use, don't waste them on big empty rooms. Design brushwork that makes use of all 3 dimensions, like arched ceilings, angled walls, and sloping floors, but don't go overboard with wacky shapes. Use textures that work well together and convey similar themes. Concentrate more on dramatic/contrasty lighting.

    But most importantly, don't give up. Keep us posted with your changes and improvements, and be receptive to criticism and suggestions.
  • The_ProThe_Pro Join Date: 2002-01-26 Member: 96Members
    this dropship looks no good at all. no detail. just try it again.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    The dropship is not done, just to say that much.  I'm actually going to scrap it and try again.  If anyone could...uh...send me a prefab with a dropship...Considering my dropship making abilities are like 0 out of 10000000...And, the grates will have rails, and a console in the middle of the one that sticks out.  Which will open the door out of the marine base.There will be 2 buttons on it, 1 for the left door, 1 for the right.Which I would believe is a good way to stop some aliens from ambushing:P...I took out those terrible lights yesterday too.  The only lights at this time are in the terrible ship.  So now, I'm going to get some lights in the terrible hanger.  I think I should just move on with this hanger...I do better with halls:P
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