In most caves and mine shafts or whatever it is, the corners aren't sharp 90* angles. You could cut off the corners roughly or just place metal beams "supporting" the passages cut thorough the planet or whatever.
Instead of the Clean and Tidy Metal with Bright Lighting -> Organic Covered Walls with Spooky Shadows you could have the marine sides being very nice, with strong support beams and machinery. As you get farther to the hive areas, the passages would be more unfinished, more rough looking. The beams would be split, falling, and big water-filled craters would be peppered around. The lighting in the passages would be, in some places, broken, leaving shadowy areas. But toward the marine areas, it should actually be brighter, even for being underground.
Just wanted to say that tunnels made underground are not perfect rectangles.
Cut off the corners a bit, or add beams in the corners to mask it. Make piles of dirt and rocks around randomly (moreso away from Marine spawn).
I am nothing but an idea man, but I just wanted to say that the level looks very flat and dark. But it is a nice change from Space Station, Reactor, Space Station, Outpost Space Station, Reactor within a Space Station, etc.
lol tick. I have kinda updated the map. Its less rock more base. So there colony. But nothing liek crew quarters or naything has been built yet. The aliens our in the service areas (pipe wet water puddles a little bit of infestation. The marines are in the stoarge room (crates and boxes) theres a vent area a rocky area the water supply area. Im still working n the alien hive. But when i get it done ill show it to ya.
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
You do know there need to be *three* hives, right? (:
My criticisms: caves do not come in nice, neat, geometric shapes. 90 degree angles; flat, vertical walls; that octagonal tunnel... none are believable as being in a cave.
Work on aligning your textures; the texture (someone) gave you is designed to be vertically aligned. Another thing you can do is scale it up, just use a *part* of the texture - by doing this you will lower your polys and also create more varied textures while not creeping too much into your 4MB limit.
Cave floors are often dirt or crushed rock; you can use a dirt texture for the floors to add a little more variation.
But the biggest thing is to make the rock formations look *natural*. You're going to have to manipulate some vertexes, and it's probably going to be a real pain in the ###, but it's the only way you'll get convincing formations.
it has a nice thought of it, but it has to be smaller like its to wide open and to easy to see an enemy <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
the roof is too flat, it needs more pointy thingys big and small ones, maybe some holes that lead ot nowhere and r just for effect, amybe some hole with light going thru something to make it look more different. it just looks a little to smoth of a surface. but i ca imagine what this map is gunna be like later
You can use this tutorial, but it's German :-/ Havn't found an english, but the pics may help you <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Use this method and make it look like<a href="http://mitglied.lycos.de/bloodyharry212/ot/rock_test.jpg" target="_blank">this</a>
Contact me if you want to have the rmf file, and look how it's done <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
there are several mentions of important things to include. Such as 3 hives, all spaced about evenly from the marine spawn and from each other. This is to make it more difficult for the marines to know exactly where the aliens will be and not just go in one direction because that is where all the hives are.
NS requires 3 hives because of the way the game works. Aliens can only operate fully with 3 active hives. You can't even evolve to level 5 without the 3rd up and running.
Comments
In most caves and mine shafts or whatever it is, the corners aren't sharp 90* angles. You could cut off the corners roughly or just place metal beams "supporting" the passages cut thorough the planet or whatever.
Instead of the Clean and Tidy Metal with Bright Lighting -> Organic Covered Walls with Spooky Shadows you could have the marine sides being very nice, with strong support beams and machinery. As you get farther to the hive areas, the passages would be more unfinished, more rough looking. The beams would be split, falling, and big water-filled craters would be peppered around. The lighting in the passages would be, in some places, broken, leaving shadowy areas. But toward the marine areas, it should actually be brighter, even for being underground.
Just wanted to say that tunnels made underground are not perfect rectangles.
Cut off the corners a bit, or add beams in the corners to mask it. Make piles of dirt and rocks around randomly (moreso away from Marine spawn).
I am nothing but an idea man, but I just wanted to say that the level looks very flat and dark. But it is a nice change from Space Station, Reactor, Space Station, Outpost Space Station, Reactor within a Space Station, etc.
The marines are in the stoarge room (crates and boxes) theres a vent area a rocky area the water supply area. Im still working n the alien hive. But when i get it done ill show it to ya.
My criticisms: caves do not come in nice, neat, geometric shapes. 90 degree angles; flat, vertical walls; that octagonal tunnel... none are believable as being in a cave.
Work on aligning your textures; the texture (someone) gave you is designed to be vertically aligned. Another thing you can do is scale it up, just use a *part* of the texture - by doing this you will lower your polys and also create more varied textures while not creeping too much into your 4MB limit.
Cave floors are often dirt or crushed rock; you can use a dirt texture for the floors to add a little more variation.
But the biggest thing is to make the rock formations look *natural*. You're going to have to manipulate some vertexes, and it's probably going to be a real pain in the ###, but it's the only way you'll get convincing formations.
You can use this tutorial, but it's German :-/
Havn't found an english, but the pics may help you <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<a href="http://era.piranho.com/tutorials/triangle-felsen_tutorial.html" target="_blank">http://era.piranho.com/tutorials/triangle-felsen_tutorial.html</a>
Use this method and make it look like<a href="http://mitglied.lycos.de/bloodyharry212/ot/rock_test.jpg" target="_blank">this</a>
Contact me if you want to have the rmf file, and look how it's done <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Why three hives? so theres only one marine base than? Ok... well i guess i have to scrap this map and start over.
######! Pardon my french.
you could have spared all your wasted time if you did
NS requires 3 hives because of the way the game works. Aliens can only operate fully with 3 active hives. You can't even evolve to level 5 without the 3rd up and running.