Ns_ttro screens

bluemanblueman Join Date: 2002-04-09 Member: 399Members
<div class="IPBDescription">Of the some remade parts</div>buf this is the 2º time i write this post (the 1º time it didnt work. again.


this is me and some friends doing a "test". thats the ventilation hive.
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_100.jpg" border="0">

this hive is near the cargo area
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_101.jpg" border="0">

this is the cargo area. it was first 2 rooms but ive joined them and know i hope it hosts big battles
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_102.jpg" border="0">

this was before a stupid room with steam thing and that. ive changed it to a computer room
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_103.jpg" border="0">

the same from dif angle
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_104.jpg" border="0">

this one leads to the last room and ive moved the resource node nearer the marines.
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_105.jpg" border="0">

this once was a stupid room with a ladder and that, ive made it just a corridor.
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_106.jpg" border="0">

this one is a cc view of the cargo area
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_107.jpg" border="0">

Comments

  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    looking good blueman, the pics are a bit too small for my liking, and it makes it a little hard to make out all the details, but it is very good in general, maybe elevate the resource node outta the water on the 2nd pic, those textures are screwed on the lump of infestation in the 1st pic (align to World) and maybe just a tad more lighting contrast in one or two of the pictures.
    gj
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Your commander view seems pretty high up in that last shot... All in all, I really like these!  The ventilation hive looks great, but some advice:

    1) Flay's not a big fan of trigger_hurts, and in a high-action area like a hive the last thing you want to have to worry about is falling to your death.

    2) That said, make sure those pits are either escapable (water at the bottom and a ladder out, perhaps), inaccessible (a grate over them, perhaps), or deadly (big honkin' fan at the bottom).  If it's safe to go down, make a way back out for non-climbers/fliers.  If it's not safe, make sure it *looks* dangerous - don't make a nice flat floor and lay a trigger_hurt on top of it.

    My personal advice:
     No matter what, close at least half of them with grates or infestation.  The open ones could be left open (e.g. grates lifted up and leaning against the wall, maybe), or perhaps torn/broken open.
     If there are fans at the bottom, make sure to put trigger_hurts at the bottoms of the open ones.
     If there is flat ground at the bottom, maybe make one of them have water in it, (you can use a particle system from a broken pipe overhead as an explanation for why it's flooded) - in fact, I'd put at least a little water in all the open ones, so a marine who falls in won't die.  And make sure you have ladders back out.

    Ok, I talk too much.  Looks great!
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    i really like that cargo hive room there...  other parts look ok, but a little bland.  also, i think you may have level-over-level problems in the one pic
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    coil, i like your ideas, yes i have them now all as dead fall. but i like the idea of making only some of them open. and maybe i can make that one of them leads to another route in/out the hive.

    tommyd i dont understand you when you say thaa bout the level over level in the one pic. if youre meaning the 6º one, im about to destroy that, cause with the new design it has no meaning. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    ive been doing a bit more and now the little corridor in pic 5 has its exit in the upper part, while the dowen part will become a wall. The new desing looks a lot better now. but i think im gonna start another ns_map for testing other tthings ive got in mind <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • the_stalkerthe_stalker Join Date: 2002-01-25 Member: 49Members
    ok, this is what i dont get, how do you do all of those curve's and stuff without getting errors when your finished with the map? ggrrr, worldcraft makes me so mad  <!--emo&:angry:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/mad.gif" border="0" valign="absmiddle" alt=':angry:'><!--endemo-->
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    when u see a curve, a bit closer, its not exactly a curve, but a wall with many faces, u got a square, and u cut all the verticles, and when u have done that,  u get a simple curve, the more faces u give to it, the more "circular" it is.........

    back to the topic......
    nice pics, and the ideas that coil gave are really nice ones, u should implement it, nice map <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Sign In or Register to comment.