<!--QuoteBegin--Drunken.Monkey+Dec 16 2003, 07:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Drunken.Monkey @ Dec 16 2003, 07:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> PaqueMann: I think those cave walls is a bit too flat, but the indoor area looks very nice. Gj Pauqe. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> my words too. Everything is nice.
There will be the regular paths 'above ground' then the sub-coridiors that connect different areas of the facility. The infestation will be 'spreading' through these sub-coridors.
nice work thursday, I especially like the see-through teckwall texturing behind the res node... nice touch. Only thing I noticed is that those lights are hard to reach and replace for an industrial area.
To integrate the vent and sub coridor network and make it look like they fit naturaly and to show how the infestation spread for so long before the facilitiy's personel discovered it, I plan on keeping most of the infestation down in the main coridors but show lots of infestation behind access panels.
Last shot for tonight. I was able to make this room pretty fast because I already had a sketch to work from. Again showing the infestation under the floor boards.
KFDM I really like that the vents are infested ! great stuff and your lighting is so cool <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> gonna look forward to your combat map
Good to hear that people are still making ns_ maps. I just got the impression that most mappers are making co_ maps because they are smaller and easier to make (like no limits when it comes to layered geometry) and because it is cool. I hope people will make some more ns_ maps later on <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--Andos+Dec 18 2003, 09:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Andos @ Dec 18 2003, 09:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Good to hear that people are still making ns_ maps. I just got the impression that most mappers are making co_ maps because they are smaller and easier to make (like no limits when it comes to layered geometry) and because it is cool. I hope people will make some more ns_ maps later on <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I'm sticking with the original format of NS <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Glad to see KFDM is also too, big boost seen as I've only see ns_forsaken, my own maps and KFDM's maps to be original format / classic NS type since Combat mode was announced.
Well ive finally decided to submit some small changes around my current map ns_attmept, i personally am not happy with what is here, especially MS because it seems way washed out, any comments would be appriciate
note: r_speeds are hight because i forgot to run full vis
Some changes to Auxiliary Water Depot on ns_phobia... <img src='http://www.pericenrash.com/mendasp/mapas/ns_phobia/nuevo_auxwd.jpg' border='0' alt='user posted image'> <img src='http://www.pericenrash.com/mendasp/mapas/ns_phobia/nuevo_auxwd2.jpg' border='0' alt='user posted image'>
And, a new room (I can't remember if I posted this already, so...) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <img src='http://www.pericenrash.com/mendasp/mapas/ns_phobia/nuevo_noname.jpg' border='0' alt='user posted image'> <img src='http://www.pericenrash.com/mendasp/mapas/ns_phobia/nuevo_noname2.jpg' border='0' alt='user posted image'>
btw- does anyone think that the hall with the floor strip lights is too long? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Could be a bit long but it's a bit hard to tell without seeing an overview to put it in perspective. Playtesting would also determin if it was too long or not.
Well, to keep myself busy in breaks of study (Yeah, i actually do study), and breaks from co_dawn's optimisation, i've started on co_disgorge.
Currently this is one day's worth of mapping, the texturing is off in a number of places (Mainly the pipes) and the lighting is "functional" at present.
I've only got two main areas kind of done, the crossroads and the external area. You may be wondering what's with the snow in the external shot, it's ash. Disgorge is set on a mostly barren and uninhabital planet, frequent ash storms and minimal daylight are commonplace. Right now the ash kinda looks like snow since i've not yet changed the sprite, but it will be darker.
man.. i thought you guys were in a rut but i guess not.
well here's my contribution. people will mini-flame me for using wall lab set again, but i've never really played with wall lab before, so it's my first time. bug off. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Comments
my words too. Everything is nice.
There will be the regular paths 'above ground' then the sub-coridiors that connect different areas of the facility. The infestation will be 'spreading' through these sub-coridors.
To integrate the vent and sub coridor network and make it look like they fit naturaly and to show how the infestation spread for so long before the facilitiy's personel discovered it, I plan on keeping most of the infestation down in the main coridors but show lots of infestation behind access panels.
I hope people will make some more ns_ maps later on <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I hope people will make some more ns_ maps later on <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I'm sticking with the original format of NS <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Glad to see KFDM is also too, big boost seen as I've only see ns_forsaken, my own maps and KFDM's maps to be original format / classic NS type since Combat mode was announced.
note: r_speeds are hight because i forgot to run full vis
Hyperion2010: Not bad. Looks pretty solid. I would suggest 'turning off' a light or two in that third pic to remove some of the uniformity.
<img src='http://www.pericenrash.com/mendasp/mapas/ns_phobia/nuevo_auxwd.jpg' border='0' alt='user posted image'>
<img src='http://www.pericenrash.com/mendasp/mapas/ns_phobia/nuevo_auxwd2.jpg' border='0' alt='user posted image'>
And, a new room (I can't remember if I posted this already, so...) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<img src='http://www.pericenrash.com/mendasp/mapas/ns_phobia/nuevo_noname.jpg' border='0' alt='user posted image'>
<img src='http://www.pericenrash.com/mendasp/mapas/ns_phobia/nuevo_noname2.jpg' border='0' alt='user posted image'>
btw- does anyone think that the hall with the floor strip lights is too long?
btw- does anyone think that the hall with the floor strip lights is too long? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Could be a bit long but it's a bit hard to tell without seeing an overview to put it in perspective. Playtesting would also determin if it was too long or not.
Here's a little shot I'm starting to like, motivate me..
<img src='http://home.comcast.net/~sroyboy/ns_truth0002.gif' border='0' alt='user posted image'>
Currently this is one day's worth of mapping, the texturing is off in a number of places (Mainly the pipes) and the lighting is "functional" at present.
I've only got two main areas kind of done, the crossroads and the external area. You may be wondering what's with the snow in the external shot, it's ash. Disgorge is set on a mostly barren and uninhabital planet, frequent ash storms and minimal daylight are commonplace. Right now the ash kinda looks like snow since i've not yet changed the sprite, but it will be darker.
(1/3)
No entry. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
well here's my contribution. people will mini-flame me for using wall lab set again, but i've never really played with wall lab before, so it's my first time. bug off. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->