Ns_papillon Update

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Comments

  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited August 2003
    Updated overview

    yellow=rt
    blue=cc
    green=hive
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    check out my paint skillz!!!!!!!!!@2!!!one!!eleven

    this is the layout that i copied onto paint off of my hand drawn copy. its just added ontop of the current thing. enjoy!
  • YokoZarYokoZar Join Date: 2003-08-15 Member: 19741Members
    This is ShadowHawk.


    The X's mark places where it looks like the marines will siege out the hives.

    Note that there doesn't seem to be a place for the marines to do this for the lower left hive.

    There are a few rooms that I couldn't quite guess a use for, so I'll just talk about em in IRC.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    Looking good, very impressed so far. A couple of the early pics looked a bit dark - but that might be just the screen grabs.
    One thing I didn't like the look of were the cell bars - they look a bit 2D in the screen shot...

    Dead end might be nice to have an execution room or something there - still a dead end but better than the corridor just stopping.
    as for room functions
    I dont know if you have Guards Quarters, Supervisors Office, Interview rooms, Mess hall, Excersize room, kitchen, Fuel storage (with exploding barrels) Storage or Refridgerated Store in there - a few room types I could think of off the top of my head. Refridgerated store would be cool(no pun intended) if where like a walk in freezer with crates, mist, and frozen cow/pig caracases hanging up, perhaps even make the floor slightly icy ? The supervisors office might contain serveral switched that close certain areas off so the khara have to use the vents.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    you can see WAY better ingame, i can just never get the colour correction right to make hte screenies the same as ingame <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited September 2003
    This map will be on hold. I am going on vacation soon so I will not be able to work on ns_papillon. When I do get back school will be starting and other activities which will take up ALL of my time. So dont expect the other half of this map to be done for a long time. I will however continue working on it once I can find time, so it wont die.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    Is this more like it is ingame(edit jpeg from last page), ignore the .jpg artifacts which arise from compressing it too much.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    Yeah thats pretty much what it looks like ingame.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    edited August 2003
    <!--QuoteBegin--Tequila^+Aug 15 2003, 02:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila^ @ Aug 15 2003, 02:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you can afford the polies, go for individual brushes for the cell bars, or a mixture of brush and texture <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    What would be the pros and cons of using a model for the cell bars, instead of world brushes? Would it be any more or less efficient?

    --

    edit: re brightening up screenies for the forums - use the "levels" slider in your paint program (if it has one). That seems to be the most accurate way of doing it.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    I think this is good. I do believe that you plan on making it bigger of course :-p

    Non the less, it has a nice atmosphere of a place thats been long abandoned and now infested. I like it, keep it up.
  • ScinetScinet Join Date: 2003-01-19 Member: 12489Members, Constellation
    <!--QuoteBegin--Some tall guy+Aug 14 2003, 08:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Some tall guy @ Aug 14 2003, 08:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Death Row res node <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    What exactly is the power source of that place? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Very nice looking, a welcome change from the eclipse-look.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Ok, I'll comment on the screens, not on the layout. In short it is a very good looking map and I have nothing to complain about when it comes to your leet lighting, just...

    Page 1, pic 1:
    Pipes look box like, make them bend in a 45° angle not 90°

    Page 1, pic 2:
    Wow, looks tasty to me!

    Page 1, pic 3:
    The lights on the floor don't look like lights you put on a floor.
    Do something about them so they are not on the floor people want to walk on. Maybe some trims around them or an elevation so there is an object noone can oversee ans stumble over.
    The rest of the room is looking very good though.

    Page 1, pics 4 & 5:
    Nice lightning effect and rain. Can't wait to feel the atmosphere of this map.
    For the sand: It does not look so right to have small hills everywhere on a flat surface.
    Maybe you could make it more realistic by raising the sand texture up at the borders a bit or making the whole area uneven. Sand and rain usually result in mild slopes and some puddles.

    Page 2, pics 1 & 2:
    Nothing to comment on. It looks perfect to me. Very nice sci-fi feeling.

    Page 2, pic 3:
    hmm, as Tequilla and eaglec said: It does not look so hot with only a flat texture. You have already indented it, that is good. On the upper side the shadows help you hide the flatness, but at the bottom you might need something to serve as slots for the gate or gap. At least something that looks like it was made to hold the gate.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited September 2003
    Yes ns_papillon lives!

    Who likes double decker prison cells?

    (edit, wrong pic)
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    The marine spawn.... dum dum dum
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    Another pic of the marine spawn.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Looking good man, glad to see the updates.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    By the way, I LOVE the concept and lighting, its VERY pleasing.
  • MotherGooseMotherGoose Join Date: 2002-03-12 Member: 308Members, Constellation
    Hey Some_Tall_Guy, I've seen some of your work before through a friend of mine, can't wait to see how this map turns out, as I was really impressed with the stuff that I have seen.
    Screens look nice, if a little dark.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    thx mothergoose, whos your friend?
  • Superior_mAnSuperior_mAn Join Date: 2003-03-22 Member: 14786Members
    Looks like an AWESOME map, can't wait to play it!
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    I'm going to start work on the second hive room tomorrow after school, if you have any suggestions/ideas please post them.
  • roachemsroachems Join Date: 2003-04-02 Member: 15148Members
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    very nice reminds me of avp 2 you should add a cafetria or a messhall prisoners have to eat =) and maybe some big lights on the walls near the barbed wire that can be shot out like in ns_bast
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited September 2003
    Well heres the hallway leading into the second hive, the black texture at the end is where the hive will be, still trying to think of some good ideas (suggestions?). I'm playing around with the floating green lights (kharaa originated) and I'm playing with the lighting around the pipes on the sides. Tell me what you think.
  • NayNay Join Date: 2002-06-09 Member: 741Members
    edited September 2003
    nice one m8, maybe erm some env_glows on that light and some additional small lights around tha opening trim bit like the hera fans
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    When I get home tonight I'll post the newest versions of the screenshots in the thread, so I'll just edit the posts with the newer pics. Right now I'm going over the map and adding ambient sounds and adding more white light in the darker areas. (please give me ideas for the hive room, I'm not in an imaginative mood so I cant think of anything good).
  • gooseticklergoosetickler Join Date: 2002-05-14 Member: 615Members
    edited September 2003
    nice lighting in the last pic
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    Ok I've gone over almost ALMOST all of the previous pics in this thread and updated them, please check them over and tell me what you think, note that its brighter.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    Well work has been slow lately, I've been preoccupied with other things. Still working on the hive, frankly I dont know what the hell the theme is for it, ill decide that once I finish it and then change it up a bit to fit the theme.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    just some quick shots of a very early version of the hive im working on, gonna be some kind of security room.
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