A Room (double Res)
SnakeUb
Join Date: 2003-07-02 Member: 17871Members, Constellation
<div class="IPBDescription">A room ive been working on</div> Ok this is a room ive been working on it has a docking platform outside the ship protected by a force field with a res node (spaceship refuling point) and a 2nd respoint inside this would be the duoble res in my map when i make the rest of it anyway heres some screens (btw i uped the brightness and gamma in photoeditor the screens came out dak cus i used env_gamma for clarity ingame)
Comments/contructive crit plz
Comments/contructive crit plz
Comments
The pictures look ok. But I'm not a fan of these edgy forcefields. They look unrealistic. There is no place for machinery that generates them. Also add some things to the walls. What things? Don't know... you could try a pipe here and there, some electrical devices...
that would be hard to do as the second ramp is in the big room its just the angle of the shot makes it seem like that
The pictures look ok. But I'm not a fan of these edgy forcefields. They look unrealistic. There is no place for machinery that generates them. Also add some things to the walls. What things? Don't know... you could try a pipe here and there, some electrical devices... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
good idea although i dont want to push up my r_speeds any ideas that wont hurt em too much (its a big room so too much detail would push it over the guidelins limit
No offense, but iirc, you said this is your first or secong map?
Dont worry yourself about guidelines just yet. Theres loads to learn about basic mapping still, before even thinking about NS specifics.
Your obviously a fast learner taking a 900+ Wpoly hall and turning it into a 350 Wpoly hall.
There is still a great deal more to learn about r_speed lowering tecniques, as well as more advanced architecture, texturing and lighting tecniques you'll want to learn. Then you will need to learn and understand entities and triggers, and how to manage them and so on. And thats not even dealing with NS entities...
Just enjoy the fun of learning for a while and dont burden yourself with the guidelines at this point. Any good mapper will tell ya thier first 20 maps were garbage. This is probably the best place to learn basic mapping, scince we have an extremely helpful and talented group of mappers to learn from. And, even though the "rules" say otherwise, its usually pretty safe to ask non-NS mapping questions here if you cant find the info your looking for. Some of these guys have even gone so far as to walk ppl through tutorials on IRC and ICQ.
If you wanna try to keep to the guidelines, I say go for it. Im not trying to discourage you. But, before you do, try making an NS map that <i>technically</i> works as an NS map for practice. Without worrying about the 80% of the guidelines that is mostly about style, atmosphere and gameflow. That in itself can be a challenge, the rest is more about finess and creativity, wich cant really take off untill you understand all the technical end of it.
BTW, sorry that turned into a lecture
That's bad.