Ns_galileo layout and screens

VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
Ok, I decided its time to finally start an NS map. Here is the basic layout, along with a few screens of the <b>undecorated and unfinished </b> marine spawn. (Sry about the kinda slow loading, shoulda used smaller files...)


Layout.
<img src="http://www.boomspeed.com/vyvn/ns_galileo_layout.gif" border="0">

Marine spawn.
<img src="http://www.boomspeed.com/vyvn/ns_galileo_1_01.JPG" border="0">

Marine spawn again.
<img src="http://www.boomspeed.com/vyvn/ns_galileo_1_02.JPG" border="0">

Marine base area.
<img src="http://www.boomspeed.com/vyvn/ns_galileo_1_03.JPG" border="0">

Marine base area again.
<img src="http://www.boomspeed.com/vyvn/ns_galileo_1_04.JPG" border="0">

CC room.
<img src="http://www.boomspeed.com/vyvn/ns_galileo_1_05.JPG" border="0">

Closeup of the doors visible in pic 3 when they're open. Featuring some nice dramatic four-piece door action  <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
<img src="http://www.boomspeed.com/vyvn/ns_galileo_1_06.JPG" border="0">

Comments

  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    No offense, but it all looks, a bit dull. Awesome so far though, keep it up. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    The architecture or the lighting looks dull? Cause like I said, haven't added details like pipes and stuff, and the lighting will probably change a little..
  • GobyWanGobyWan Join Date: 2002-02-22 Member: 234Members
    It's more of an industrial feel right now than a spaceship/colony feel like the rest of the maps. I don't know yet if that's good or bad.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    looks good, but the lightning is realy your biggest problem, make it darker, more contrast...
  • gutterclutchgutterclutch Join Date: 2002-06-30 Member: 850Members
    it looks...a little dull. the lighting is too bright, and although the textures and few fixtures are gritty enough, you need to scatter more equipment and stuff around for atmosphere. Maybe have some fog coming out of a broken pipe, and sparks off a broken cable. The lighting should be toned down, but it's a good start
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Hm...I think the roof texture in the big room isn't quite right, makes it feel like a warehouse  <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo--> Actually, it is supposed to be a cargo storage place, maybe I should add some stuff being stored, and change the lighting..
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    You've got a lot of long, empty corridors - especially between the marine spawn and the rest of the map.  I'd suggest making the MS a little closer to the rest of the map, and try to add a few more rooms to give some variety.

    Also, two of your hives can be easily defended by fortifying a single choke point - that will make it hard for marines to advance into those hives.
  • gutterclutchgutterclutch Join Date: 2002-06-30 Member: 850Members
    Yeah, there are a bunch of will-be-seldom-used corridors in the bottom left and rights of the map...I suggest moving the entrances to the hives to opposite ends of the hive rooms, moving the marine spawn a little further up, and getting rid of the empty corridors
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Alright, I edited the layout, I've got some screens of the changed marine spawn coming up..
  • GingerGinger Join Date: 2002-08-01 Member: 1043Members
    i think in some parts of the map it looks a bit light.. or it might just be me?
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Alright, I changed the lighting a little, here are some new screens. Oh yeah, and once again, I am NOT going to fully decorate ANY rooms until I finish the surrounding areas, for r_speed reasons.

    Marine spawn.
    <img src="http://www.boomspeed.com/vyvn/ns_galileo_2_01.JPG" border="0">

    Marine base (3 screens).
    <img src="http://www.boomspeed.com/vyvn/ns_galileo_2_02.JPG" border="0">
    <img src="http://www.boomspeed.com/vyvn/ns_galileo_2_03.JPG" border="0">
    <img src="http://www.boomspeed.com/vyvn/ns_galileo_2_04.JPG" border="0">

    Here are two screens of a reactor area I've been working on. I'm thinking about putting in some pipes with electricity flowing through them, but I am going to have three hallways connect to this room, and r_speeds are in the 500s already.. <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->

    <img src="http://www.boomspeed.com/vyvn/ns_galileo_2_05.JPG" border="0">
    <img src="http://www.boomspeed.com/vyvn/ns_galileo_2_06.JPG" border="0">

    That's all. Oh, and thx for the constructive criticism and stuff  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Much improved over the previous shots, toning down the light so some shadows came out really did a lot of good.  That glass tube thing is also pretty cool.  However, I think these shots are screaming out for something to break up the monotony.  Everything's just so sparse and monochromatic, especially the second, third, and fourth pictures.  I'd love to see some more color in the texturing and lighting, something that really makes you say "Wow!".  You've got a little of that in your first shot, as well as in your last two, so use those as a model and try to implement something similar in the other shots.
  • SpoogeSpooge Thunderbolt missile in your cheerios Join Date: 2002-01-25 Member: 67Members
    Hmm. Getting better.  I think the Marine spawn has some potential.  As for the reactor area, try adding more support columns around the perimeter.  Then maybe a see-thru grate as a walkway around the core.  Lose whatever that "claw-like" thing is on top.  It doesn't look natural.  Lastly, try adding some detail items or elevation changes to the ceiling.  That should build some shadows.  Keep going.  This is a pretty tough group to impress but you're close.
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    I've been working on reducing the r's by nulling as many faces as I can  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->. If I lose the claw and cut some smaller details I might be able to afford some more stuff in the reactor. I can't add many supports, since I have to leave wall room for doors, but I have some ideas.

    And as for the marine base...I'll have to see. I might try and place a visblocker between the spawn and the base. Too bad I don't really know how those things work.  <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->

    Hmm..this could be something halfway decent if I were a better mapper  <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> Oh well, I'm learning, I guess.
  • gutterclutchgutterclutch Join Date: 2002-06-30 Member: 850Members
    The atmosphere is BEAUTIFUL. I love the new lighting. It's gloomy, gritty...it feels almost sad because it's so dark and empty...I love it
Sign In or Register to comment.