Ns_logros - Marine Start

Arch0n1usArch0n1us Join Date: 2002-07-31 Member: 1037Members
<div class="IPBDescription">Early Dev. Shots</div> Here are 2 early development shots of the marine start in my map, ns_logros. Not worthy of being compiled yet, I figured I'd submit a shot or 2 to see if there's anything I should change.

It's nowhere near done yet, but I figured I might as well post it... The map takes place on a space exploration station, the U.S.S. Logros. The rest of the backstory isn't done yet, but I'll get started on it.

<img src='http://mproductions.racknine.net/logros/hammer/commchair.jpg' border='0' alt='user posted image'>

<img src='http://mproductions.racknine.net/logros/hammer/reznode.jpg' border='0' alt='user posted image'>

Comments

  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    Needs more detail on the ceiling and on the walls in general. Indents, recesses, anything.
  • Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
    Needs a lot of work. But keep at it and I'm sure you will make it better.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited August 2003
    Needs details in the walls, some kind of architecture helps. Just experiment on a peice of paper the shape of the walls u want. Mine are like this;

    |
    /
    \
    and thats all of my sekrats your getting from meh!!!!!!!
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    How would those cargo door be able to close?

    I mean, the ladders go all the way up. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • GordonGordon Join Date: 2003-01-01 Member: 11707Members
    Looks nice, but as the others said, it needs more detail.

    -GF
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    <!--QuoteBegin--Papercut+Aug 15 2003, 02:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Papercut @ Aug 15 2003, 02:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How would those cargo door be able to close?

    I mean, the ladders go all the way up. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    make the ladders not reach the top but make the ladder entity reach the top asif the rine is reaching up
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    I've got really good ideas (IMHO) for your map. Here they are...

    The ship should be close to a star, which would be shown through the window behind the Command Console. Since the star is back there, giving off light, you can make a really cool effect by having those little light beems you see in half life shine through the window. Would really make the marine start look cool.

    One of the lights by the command chair should be half torn out, and sparks flying out of it.

    Maybe have a long, stretched out control panel behind the command chair.

    Have some lamps hanging off the ceiling. Like on the roof of ns_eclipse's maintence.

    Have more windows on the sides of the marine start. Like along the sides where some corridors are by.

    Put a red siren on the roof above the 'cargo doors,' and have it flash and play a siren sound when the doors open/close. Maybe.

    Get away from that whole grey thing you got going. Splash some red, blue, green, or yellow inside the textures. Grey gets old, very fast.

    Maybe, <i>maybe</i> have a vent next to the marine Command Console.

    Here I'll draw a picture of these things too. Hope you dont mind my comments, just what I think would make it look better. I like the cargo doors for the res nozzle though. Picture might be hard to understand, but eh...I did it in MS paint.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Add some more details on the walls themselves, they look a little bland. But I do like its name <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    <!--QuoteBegin--#Ha.Ze-+Aug 15 2003, 09:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (#Ha.Ze- @ Aug 15 2003, 09:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and have it flash and play a siren sound when the doors open/close. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    nooo! no annoying sounds. God they wear down so fast. Anyway, I'd say most of the matters have been adressed, I wonder does this camera mode show lighting aswell or just the map in pure "bright" mode.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    d00d, first complete your room and compile it, THEN and only then request comments
    "hey i like totally make this box, whadda ya think"
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin--uffo+Aug 17 2003, 11:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uffo @ Aug 17 2003, 11:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> d00d, first complete your room and compile it, THEN and only then request comments
    "hey i like totally make this box, whadda ya think" <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    True. 1st finish it. Then show.
Sign In or Register to comment.