Ns_jjodstar

QUADQUAD Join Date: 2002-07-17 Member: 963Members
<div class="IPBDescription">Not to be outdone, quad trys to map</div>Well, on vacation I did some thinking..... and decided that I would attempt to map for NS. so whilst therr, i did some concepts and eventually came up with an orbital shipyard orbiting the fictional planet "Jjod", hence the shipyards name, "Jjod's Star". The enviroment will have a large emphasis on machinery- converyer belts, automated assembly lines, scrap storage, etc. with a large portion nonfunctional or dysfunctional (maybe a crazed robot arm constantly spinning wildly, you get the picture).

Now, im a horrible mapper (ive just learned worldcraft, im not very good with it. ive done a few boxmaps and entity and lighting tests, etc.) but hopefully ill work on this slowly, taking one step at a time eventually turning my concept into reality (no pun intended, for those of you familiar with the thread).

anyways, heres the original overhead concept. keep in mind this is only to show me where things go and the flow of the map, so the rooms arent to scale with each other.

<img src="http://user.domaindlx.com/hakaro/NS_Jjodstar.jpg" border="0">

mapping will begin tonight, im going to try to get the basic layout and VERY basic texturing done tonight and tomorrow. When its at a certain stage, im going to throw it up for playtesting, etc. Anyways, im off to work on it...

Comments

  • GwahirGwahir Join Date: 2002-04-24 Member: 513Members, Constellation
    you might want to spread those rooms out a bit to prevent high rspeeds for the commander
  • QUADQUAD Join Date: 2002-07-17 Member: 963Members
    as stated above, the map isnt to scale, its just a guideline. for example, the room in the center is in fact about 10 times the size shown compared to the MS room, and same applys to the dark areas in between rooms, it will be more spaced out. you can only fit so much onto a piece of paper <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    it looks pretty good, but I think you need more hallways. It could turn out to be nice...
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    i think flayra likes a lot more maps with roomlike hallways than small hallways that connects bigger rooms......
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I'm having trouble seeing the connectivity in that map  <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->

    Use the shortest pieces of hallway you can get away with.  The better maps are the ones composed of 'feature rooms' linked by the smallest amount of hallway.
  • ICha0sIICha0sI Join Date: 2002-06-13 Member: 763Members
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    make some of the corridors near the Marines start area longer give them full use of the long range weapons used by them <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->...make sure the aliens barely have an advantage near the marine start area...
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    Btw i think u smudged yurr paper with yurr finger? <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    theres an edit button, try to use it when u wanna update posts.....
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