Ns_attrition
Mouse
The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">Now I don't spam the other thread \o/</div> Finish the maths assignment due in a matter of hours or bust out with a new build of ns_attrition.
Take a wild guess which won.
(a couple of these were in the stickied screenie thread)
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066284095.jpg' border='0' alt='user posted image'>
The edge of the Mainframe.
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066283970.jpg' border='0' alt='user posted image'>
Maintainence Backbone
(the lights up top have been dimmed somewhat since this screenie was taken)
1/3
<a href='http://www.unknownworlds.com/forums/uploads/post-4-1066283905.jpg' target='_blank'>Before</a>
<b>After:</b>
(the red light on the cables will probably go)
Take a wild guess which won.
(a couple of these were in the stickied screenie thread)
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066284095.jpg' border='0' alt='user posted image'>
The edge of the Mainframe.
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1066283970.jpg' border='0' alt='user posted image'>
Maintainence Backbone
(the lights up top have been dimmed somewhat since this screenie was taken)
1/3
<a href='http://www.unknownworlds.com/forums/uploads/post-4-1066283905.jpg' target='_blank'>Before</a>
<b>After:</b>
(the red light on the cables will probably go)
Comments
Mainframe passages
<a href='http://www.unknownworlds.com/forums/uploads/post-4-1066284217.jpg' target='_blank'>Before</a>
<b>After:</b>
(not quite how I want it yet but you get the idea)
General Access
(one of the less glamourous areas of the map)
YOUR SIG PICTURE DOESN'T WORK.
Love the architecture in it, wonder what the rest looks like. Any chance of a couple hive shots?
Love the architecture in it, wonder what the rest looks like. Any chance of a couple hive shots? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
No chance actually.
I am trying something really different with them and I don't want to ruin the surprise. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
if that mainframe shot is anything to go by sensory chambers will own the map
keep up teh good work!
--Scythe--
^^
go make ur maths you beast you
the lighting is very good imo
yummei <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
< look 1111 posts
Lighting is very cool, the indirect stuff is the best part of it. 2/3 is cool... as well as 3/3. So is 1/3 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Quite a few completely original corridor styles you have there... Each one must've taken a fair bit of time I imagine...
it may work out in playtests though.
i also feel that the constrast between the lighting colours is a bit too much. it goes from white to red, or blue or what-have-you, with very little transition. perhaps if the secondary colour (white, blue/white etc.) had a slight tint it may look a little more realistic. as much as contrasty light looks exciting, it is very rare in reality that you have a coloured light source that is completely independent from others around it.
great brushwork, very creative. i'm eager to see more. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
Holy ns2.wad batman.
I hope the darkness in the first shot is due to jpg compression, we don't need another map like that early build of hydro with the deleted lighing so it would compile ^^.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Mmmm, looks pretty nice, but those supports look hellish for skulking.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<b>Wurmspawn</b>
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->it looks really secksy, but i'm afraid i am going to have to agree with scythe in that the metamerically repeated struts will make skulking difficult. It has the advantage of the lugheads not knowing which support they're hiding behind. but they'll be well lit, and unable to use the roof too move around.
it may work out in playtests though.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I decided early on that struts would play a large part in Attrition. So I'm going to try and avoid changing them too much. hopefully I won't have to.
<b>NerdIII</b>
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Now THAT are giant supports. They look cool, amazing, interesting and good. But I hope this is not all your map consists of . No they are just prototypes, right?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yeah, there is more than just hallways in Attrition.
<b>enf0rcer</b>
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->seems like some of the textures are on allbright mode.. The roof textures and some of the top of the walls too.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Aye, I wasn't too fond of that ceiling, so I dimmed it a bit. of course the whole room is nigh pitch black now. but you get that <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> .
<b>Revenge</b>
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Quite a few completely original corridor styles you have there... Each one must've taken a fair bit of time I imagine... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You have no idea...
<b>Redford</b>
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I hope the darkness in the first shot is due to jpg compression, we don't need another map like that early build of hydro with the deleted lighing so it would compile ^^.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
ns_attrition-eyebleedingbuild it is Redford <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Hear hear!
Bloody good work mouse.
<b>Omega Bulkhead</b>
<img src='http://www.ausns.com/~mouse/maps/ns_attrition/ns_attrition0008.jpg' border='0' alt='user posted image'>
--Scythe--
Very nice looking.