It's not a bad map per say, Just needs more work. But it looks like you have a pretty solid base to work on. Break up the ceilings and walls more. a lot more.
Looks in general like all the brightness in your map is lost without gamma. That's an old problem with screen captures though.
Hyperion, I don't make NS maps and I haven't worked with Worldcraft in 6 months. So ignore any suggestion of mine you like.
in 1: Reminds me of Tram Tunnel. It's kinda boring, but industrial complexes sometimes have long boring hallways. Looks like there is a light missing directly overhead to continue the spacing of the other lights.
in 2: I love the yellow and red contrast in the ceiling lights. The path to the chair is a nice touch.
in 3: Pretty! Is that a skulkable vent right behind the res tower? :/
In number 4, I suggest turning the texture that your pistol is aimed at. I think the paneling shown should run parallel to the floor. Pull out the angled light supports. The combination of angles looks wierd. Maybe make the control panel (blue light texture) wider so that it extends into the hallways a bit. I'm imagining that this intersection would be a good spot for a monitoring station. Perhaps the original workers in this facility would stop and check pressures and stuff here.
in 5: handrails? Point the lights out more so they shine on the floor instead of the wall. Break up the floor, perhaps a level spot next to the wall for um,,, a computer enclosure.
6: can't see much, but it looks pretty cool. Maybe one of those light strips from in a movie theater floor. I'd put it on the left side between wall and floor.
7: is there a second way into spawn? Long hallways = the marines ownage
8: You have floor grating on the ceiling...
It's all so much better then my attempt at NS mapping. I couldn't get a single decent looking hallway. Keep it up man.
Much improved, but still not good. I'll try to outline the problems i see. One: Far too long, any alien in that corridor will get slaughtered by marines. It needs more detail as well, which could be incorporated by breaking up the hall so that it turns, possibly some fallen girders or pipes would be good as well.
Two: I'm trying to decide whether i like the yellow lights or not, perhaps try replacing them with red lights and see how that looks?
Third: You should build a full marine base in there using givepoints and see if you have enough space.
Four: Looks pretty nice, but why is it there? Try putting something on the ceiling or a grating on the floor. It also looks like that node could be shot from down a very long hallway, might want to check that.
Five: Hmm a dead end, why is that there?
Six: Put some stuff on the left wall, maybe a pipe?
Seven: I see a very long hallway there, bad for aliens.
Eight: Not enough detail, needs things on the ceiling and/or floor. I think I also see another long hall there.
All in all a decent start, some of the people in here probably remember how my layout started out...*shudders*
In regard to some of the suggestions, im still playing with the lighting, and i think that the red up lighting helped a little, secondly, about the long halls, im going to bend them, but this is MS, and i think that the Marines should have picked and easily deffedable area to make their base, im sill working on the celings, any suggestions on those would be much appriciated.
Note also that many of my square halls are being fixed as we speak.
Great feed back, keep it comming <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
EDIT Oh, yes, that room on the left is Surface monitering, seems like great minds think alike <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
But it looks like you have a pretty solid base to work on.
Break up the ceilings and walls more. a lot more.
Looks in general like all the brightness in your map is lost without gamma. That's an old problem with screen captures though.
Hyperion,
I don't make NS maps and I haven't worked with Worldcraft in 6 months. So ignore any suggestion of mine you like.
in 1: Reminds me of Tram Tunnel. It's kinda boring, but industrial complexes sometimes have long boring hallways.
Looks like there is a light missing directly overhead to continue the spacing of the other lights.
in 2: I love the yellow and red contrast in the ceiling lights.
The path to the chair is a nice touch.
in 3: Pretty!
Is that a skulkable vent right behind the res tower? :/
In number 4, I suggest turning the texture that your pistol is aimed at. I think the paneling shown should run parallel to the floor.
Pull out the angled light supports. The combination of angles looks wierd.
Maybe make the control panel (blue light texture) wider so that it extends into the hallways a bit. I'm imagining that this intersection would be a good spot for a monitoring station. Perhaps the original workers in this facility would stop and check pressures and stuff here.
in 5: handrails?
Point the lights out more so they shine on the floor instead of the wall.
Break up the floor, perhaps a level spot next to the wall for um,,, a computer enclosure.
6: can't see much, but it looks pretty cool. Maybe one of those light strips from in a movie theater floor. I'd put it on the left side between wall and floor.
7: is there a second way into spawn? Long hallways = the marines ownage
8: You have floor grating on the ceiling...
It's all so much better then my attempt at NS mapping. I couldn't get a single decent looking hallway. Keep it up man.
One: Far too long, any alien in that corridor will get slaughtered by marines. It needs more detail as well, which could be incorporated by breaking up the hall so that it turns, possibly some fallen girders or pipes would be good as well.
Two: I'm trying to decide whether i like the yellow lights or not, perhaps try replacing them with red lights and see how that looks?
Third: You should build a full marine base in there using givepoints and see if you have enough space.
Four: Looks pretty nice, but why is it there? Try putting something on the ceiling or a grating on the floor. It also looks like that node could be shot from down a very long hallway, might want to check that.
Five: Hmm a dead end, why is that there?
Six: Put some stuff on the left wall, maybe a pipe?
Seven: I see a very long hallway there, bad for aliens.
Eight: Not enough detail, needs things on the ceiling and/or floor. I think I also see another long hall there.
All in all a decent start, some of the people in here probably remember how my layout started out...*shudders*
Note also that many of my square halls are being fixed as we speak.
Great feed back, keep it comming <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
EDIT
Oh, yes, that room on the left is Surface monitering, seems like great minds think alike <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->