Nova Marine Start

TequilaTequila Join Date: 2003-08-13 Member: 19660Members
<div class="IPBDescription">Work in progress, natch.</div> I've done quite a bit of the marine start; still a lot more to do, but I thought it's time you 'brush champions' had a goosey gander <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Note: In these shots, the big walls have temporary textures slapped on them, and no detail added, and I've had to add some temporary lights around the 'proper' lighitng just so it doesn't look like areas of interest floating in a sea of darkness <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
ms1.jpg 46.4K
«1

Comments

  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    4th and final. Next up: glass windows staring into space, with something special if my good modelling friend Liquid can get Milkshape working again <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Forgot the pic... what a renegade I am.
    ms4.jpg 66.1K
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    I like. Very tasty. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • DY357LXDY357LX Playing since day 1. Still can&#39;t Comm. England Join Date: 2002-10-27 Member: 1651Members, Constellation
    Looking forward to playtesting it with you Tequila :-D
    Oh and, Doombringer, where have I heard that name before?
    Is it from Jedi Outcast at all?
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Ergh. Dont' seclude the command console like that. I hate the way some maps have hidden CC's. Skulks love to get behind those.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    edited August 2003
    Then I'll clip it off so you can't get behind, please mop your fevered brow! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Edit: Also, you know that hologram texture that says command console on it, with the logo etc. Was that compiled into a map and isn't available, or is it a model? I've looked high and low in all the ns .wads and still it escapes me <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • SmithySmithy Join Date: 2003-01-14 Member: 12277Members
    Well its 10 times better than the CC on ns_hera for skulk chomping... dont you think?

    It looks great m8 ...

    Keep keeping up the good work !!
  • twoflowtwoflow Singing Drunk Join Date: 2002-11-01 Member: 1950Members, Constellation
    I can't be posting fanboy comments every time we pass, so from now on, I'll just reply when I have specific criticism to hurl at your face. Suffice to say, I think it looks lewd.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    I like the sound of "Lewd" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.
    Ah found the damn command console logo, it was a .mdl hidden away in the ns_bast sub-folder. Crafty!
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Ive got an idea for a cool CC.

    Make where the CC currently stands, an elevator up to the CC. Let me doodle on your pictures for some reference. Pink = CC. Yellow is the elevator, blue is windows, and red is the whole...well area up top. Tell me what you think!
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    that would look good, even if it is a bit Bast-ish. Currently i dont like the fact that there is that walkway to the CC and the two spacecs either side. How do do you get out? I suggest leveling it rather than having an annoying marine trap and try adding some more mapping details to the walls instead.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    If that happens then I'll end up relocating every time from the marine start..

    ns_bast is bad enough with the elevator, having a skulk nibble on the cc while marines try to get up to it only to get brutally ripped apart.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    It's a good idea haze, but the issues with it have been raised, and I want to keep the entity count down as much as I can.
    Those side areas are no marine trap, from down there you still maintain eye level contact with the rest of the room, and you can shoot through the railings, making it a great defensive position. Getting out is a simple 2 jump process <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Fresh pics, on the house <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    looking good, but do something with that ceiling texture. At the very least, put trim around the windows. Using a different texture might remove the need for that, but at the moment there really needs to be a division. Keep us updated <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • IndicaIndica Join Date: 2003-08-18 Member: 19927Members
    Love the towering glass panes. Really adds interest, yet also reinstating the space factor which is crucial when concucting the atmosphere <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Only Criticsm is the roof panels. Needs some more detail added. Very flat. The huge glass windows make you pan upwards but then the roof disapoints! Needs some work. Other than that a great map..by a great friend <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Yeah ceiling and wall details are high on my list, I still need to put in the sky light which will really break up the repetitive tiles. A trim around the windows sounds promising indeed <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Here's a little update for you all, and a problem to which I hope someone has the answer <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
    Pics first:
    4.jpg 49.1K
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    And now the problem. My light_environment has a pitch of -90, so theorectically the light it gives off should only appear directly under the 'sky'. However, as the pic shows, this isn't the case. Small amounts of light are leaking out, creating artifacts and ruining parts of my map (it's even worse in the RR). I've tried messing with the Fade and Falloff settings of the light_environment, and tried running the -extra compile switch, but to no avail <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->.

    Anybody have any idea how I can solve this?
    1.jpg 37.1K
  • SmithySmithy Join Date: 2003-01-14 Member: 12277Members
    You know I cant help, but I gotta say, that looks mighty fine. I love the lighting from the sky thats really cool, shadows and all.

    Now lets see the exits and things like that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    I want more!
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin--Smithy^+Aug 19 2003, 10:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Smithy^ @ Aug 19 2003, 10:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I want more! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    YOU CAN'T HANDLE MORE!

    Shameless "A Few Good Men" pastiche aside, expect fresh screens soon <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Aw cmon, can no-one help me solve this dastardly problem?
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    hmm ive had this problem, try putting a cuboid shape under the cc area, becuase sometimes the light leaks in from under the floor in corners so put some boxes around that corner outside of the map.
Sign In or Register to comment.