This room is still a WIP, but hopefully it won't end up being too dark. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Nice Tall Guy. I like the blue lighting, thats unique and interesting.
Randy, I like the drop ship thingy that you have at what I assume to be the start of the level. It looks to have good map potential. Good luck with it, keep it up!
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
edited October 2003
Yes the marines info_team_start entities are here. Comand console is near dropshit <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> in hangar
I've updated <a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=318' target='_blank'>this on NSworld</a>
<!--QuoteBegin--Shoot_me+Oct 13 2003, 09:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shoot_me @ Oct 13 2003, 09:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Rendy.[CZech]: I like the <b>dropshit</b>, the spot lights on it look great. Is that going to be the initial marine spawn? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Lol shoot_me <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> little typo there. All your maps are amazing... better than i could do for sure. I like the dropship idea, thatll be interesting.
I blame it one the laptop I was using! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
hi all, this is a sshot of my map ns_entropy , shows corridors leading to living quarters, still working out some stuff , but its getting there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> map takes place aboard a ship Later!
Just a little architectural test using the NS2.wad. I'd expand on this but my compiler hates me. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Shot 3 showing off what is currently a double node but will probally just become a single node because of the proxmity to a hive. Bottomless pit on the sides.
Very nice quaz...although I think you might want to consider a spotlight on the res nozzle as well.
KFDM: Something about that glass feels "not right". I think it may be that it cuts into the texture at the top there. It also doesn't seem to have a housing (although it does appear to be set back into the frame, good touch there).
Also I think your overdoing it with that circle grating texture. Honestly I don't think it looks good for large brushes, but I suppose that's a personal thing. I really like that shot of docking bay, excepting the circular grating texture that I personally don't like. The machinery parts and that conveyer thing pwn though.
Kungfu, do you have a overview of your map, if given one, perhaps I could give you better insight then I could now on whether that should be a double nozzle or not =)
omg Kungfu..... I LOVE the sleeping quarters thingy, those ARE nice places to hide.
Just PLEASE take this advice. Set them deep enough so that a skulk doesn't hang out with hiding. Many times it will feel like your completely hidden, but you will be sticking out a little.
Reese: I'll see what I can do with the windows cutting into that texture. I'll see if I can change the texture to something better suited. The circle grating texture is a placeholder for now. It's supposed to be the back of the engines for the fighters.
Xzilen: I don't have an overview of my map at this point in time allthough (at least not one that I want to release) because there are still a few areas undergoing heavy modyfications. I really like the look of that room as a double node and I want to keep it that way but I don't want to give that one hive too much importance. I'll have to see how it works out when I get to a more finalized layout.
Thanks for the comments. I have to get others opinions because I'm too harsh a critic of my own work.
Very nice looking room there Shoot. I think the color of it works fairly well actually, and I especially like the windows showing out into space. I think you need something to break up line of sight a little though. Unless this is going to be a readyroom it looks a little too open for balanced combat. Computers, tables, nooks in the wall, .... even crates if necessary will all allow you to have the same size to the room and still balance out the combat aspects.
Well, this room is still fairly close to the marine spawn, so I wanted it to be fairly open. There will be places for the skulks to hide, don't worry aobut that. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
The way the room looks in the images I am posting is more or less a "post-disaster" instance. In other words; before the core is dumped into space, some generator goes down, or SOMETHING, the rooms in my map should be fairly well lit until after the event takes place. I'm thinking on having a timer triggered by the presence of an alien hive in one of the hive locations. So, if the aliens start out in the right hive, the map gets a lot darker sooner. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Comments
<img src='http://torment.wz.cz/NS/ns_hulk0001.jpg' border='0' alt='user posted image'>
<img src='http://torment.wz.cz/NS/ns_hulk0002.jpg' border='0' alt='user posted image'>
more pics -> link in upper post
Randy, I like the drop ship thingy that you have at what I assume to be the start of the level. It looks to have good map potential. Good luck with it, keep it up!
EDIT: woopsy, damn typos. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I've updated <a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=318' target='_blank'>this on NSworld</a>
Lol shoot_me <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> little typo there. All your maps are amazing... better than i could do for sure. I like the dropship idea, thatll be interesting.
Later!
<img src='http://www.freewebsitehosting.net/websites/ReDRuM/sa_ent13.jpg' border='0' alt='user posted image'>
Crew Quarters area of the map. Notice the beds in the wall, should be good to hid in as skulk.
KFDM: Something about that glass feels "not right". I think it may be that it cuts into the texture at the top there. It also doesn't seem to have a housing (although it does appear to be set back into the frame, good touch there).
Also I think your overdoing it with that circle grating texture. Honestly I don't think it looks good for large brushes, but I suppose that's a personal thing. I really like that shot of docking bay, excepting the circular grating texture that I personally don't like. The machinery parts and that conveyer thing pwn though.
Very nice looking quz and kung fu.
Just PLEASE take this advice. Set them deep enough so that a skulk doesn't hang out with hiding. Many times it will feel like your completely hidden, but you will be sticking out a little.
I'll see what I can do with the windows cutting into that texture. I'll see if I can change the texture to something better suited. The circle grating texture is a placeholder for now. It's supposed to be the back of the engines for the fighters.
Xzilen: I don't have an overview of my map at this point in time allthough (at least not one that I want to release) because there are still a few areas undergoing heavy modyfications. I really like the look of that room as a double node and I want to keep it that way but I don't want to give that one hive too much importance. I'll have to see how it works out when I get to a more finalized layout.
Thanks for the comments. I have to get others opinions because I'm too harsh a critic of my own work.
<img src='http://usuarios.lycos.es/mendasp/mapas/ns_phobia/nuevo_hydrostorage.jpg' border='0' alt='user posted image'>
<img src='http://usuarios.lycos.es/mendasp/mapas/ns_phobia/nuevo_hydrostorage2.jpg' border='0' alt='user posted image'>
Here goes
(lots, and lots of screens, and captions)
These screens are from ns_2wad's Ready Room.
ns_2wad is the working name
ns_2wad is a co map for TSA v TSA once this combat mode is out
Please comment <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=50273&st=0' target='_blank'>here</a>
Older screens can be found <a href='http://hl2hosting.com/amckern/ns_2wad.html' target='_blank'>here</a>
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066088277.jpg' border='0' alt='user posted image'>
<a href='http://www.unknownworlds.com/forums/uploads/post-4-1066088277.jpg' target='_blank'>http://www.unknownworlds.com/forums/up...-1066088277.jpg</a>
Looking up from the fan's in the ground
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066088192.jpg' border='0' alt='user posted image'>
<a href='http://www.unknownworlds.com/forums/uploads/post-4-1066088192.jpg' target='_blank'>http://www.unknownworlds.com/forums/up...-1066088192.jpg</a>
The lift well, and ladders
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066096224.gif' border='0' alt='user posted image'>
<a href='http://www.unknownworlds.com/forums/uploads/post-4-1066096224.gif' target='_blank'>http://www.unknownworlds.com/forums/up...-1066096224.gif</a>
The Changes - image by enf0rcer
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066174822.jpg' border='0' alt='user posted image'>
<a href='http://www.unknownworlds.com/forums/uploads/post-4-1066174822.jpg' target='_blank'>http://www.unknownworlds.com/forums/up...-1066174822.jpg</a>
<span style='font-size:14pt;line-height:100%'>1 of The New shot was not saved right, and as such is not here</span>
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066088325.jpg' border='0' alt='user posted image'>
<a href='http://www.unknownworlds.com/forums/uploads/post-4-1066088325.jpg' target='_blank'>http://www.unknownworlds.com/forums/up...-1066088325.jpg</a>
The Bar
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066096823.gif' border='0' alt='user posted image'>
<a href='http://www.unknownworlds.com/forums/uploads/post-4-1066096823.gif' target='_blank'>http://www.unknownworlds.com/forums/up...-1066096823.gif</a>
The Changes - image by enf0rcer
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066175559.jpg' border='0' alt='user posted image'>
<a href='http://www.unknownworlds.com/forums/uploads/post-4-1066175559.jpg' target='_blank'>http://www.unknownworlds.com/forums/up...-1066175559.jpg</a>
Still Blad, please comment
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066175647.jpg' border='0' alt='user posted image'>
<a href='http://www.unknownworlds.com/forums/uploads/post-4-1066175647.jpg' target='_blank'>http://www.unknownworlds.com/forums/up...-1066175647.jpg</a>
Bunks
amckern
amckern
The way the room looks in the images I am posting is more or less a "post-disaster" instance. In other words; before the core is dumped into space, some generator goes down, or SOMETHING, the rooms in my map should be fairly well lit until after the event takes place. I'm thinking on having a timer triggered by the presence of an alien hive in one of the hive locations. So, if the aliens start out in the right hive, the map gets a lot darker sooner. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->