What Do U Think Of This Hall?

techtech Join Date: 2002-04-08 Member: 391Members
I'm creating hall layouts for the lower sections of my map and I need to know what u think.

Comments

  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    I love the wall detail, but it looks too marine advantaged. Skulks would be able to hide in the "holes", but anything running down that corridoor would be mown down before it got near. How about less of a flat cieling to give skulks and lerks a chance, with some perch spots and so on. Right now that corridoor is a marine's wet dream.
    Sexy brushwork tho!
  • techtech Join Date: 2002-04-08 Member: 391Members
    thanks for the comments here is a updated hall pic
  • abtmabtm Join Date: 2003-04-08 Member: 15337Members
    Tech; this is some VERY nice work -- this hallway shows you have some skill in mapping. Keep us posted on changes to your map as well as it's possible names and stuff. GG though
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    Actually, I kinda liked the first one better. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    The second one feels cramped after seeing the first pic.
  • Crm_GreyCrm_Grey Join Date: 2003-01-05 Member: 11890Members
    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> i cant map <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> , anyway this halway reminds me of avp2, which is cool, add some red flashling lights and a vent from the roof, u need air right <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • ThinGThinG Lord of wub and vlaai Join Date: 2003-04-11 Member: 15400Members, Reinforced - Supporter
    the 2nd one is sweeeeeeeeeet <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    keep up the great work!
  • SillyGooseSillyGoose Join Date: 2003-03-16 Member: 14572Members, Constellation
    yes perhaps an overhang like on ns_caged(?) from generator to aux generator where skulks can hide.
  • techtech Join Date: 2002-04-08 Member: 391Members
    Thanks for the all the comments! keep them coming.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    The lighting in last shot is... uhm... dull, you need more contrast there IMHO
  • exoityexoity Join Date: 2003-03-17 Member: 14620Members, NS1 Playtester, Constellation
    The second ones walkway is really crammed, you should make it bigger.
  • DreamCatcherDreamCatcher Join Date: 2003-05-05 Member: 16075Members
    Nice except the ceiling looks too plane. You might want to add some colored lighting
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Yes, good-looking. Now that you moved the walls closer together, what about scaling the corridor in the 'width'-axis? = more room for skulks to hide + broader walkway <img src='http://www.tag-board.com/smilies/bowl.gif' border='0' alt='user posted image'>
  • Niloc1Niloc1 Join Date: 2003-04-25 Member: 15835Members
    The second one does look more crapped but gives the aliens a chance. If the first one was used they could just build a few turrets at the begining of the game and the skults would have just about no chance of getting down the hall.
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