Some Shots Of Ns_gothica....

ReeseReese Join Date: 2003-05-08 Member: 16143Members
<div class="IPBDescription">working title... please help me name it.</div> Please note that some of these shots are repeats of my posts in the mapping thread.... Eventually I will get webspace and not need to reply-post screens. Here is a shot of the vertex-manipulation horror that is one of the entrances to the Observation Hive.

Comments

  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    here is another of that same hive... the hive itself is behind the glass on the right side in the back.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Here is the "observation deck" of that same hive... current resnode placement. That door is non-working and probably will stay so.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    This is a little siege room built as a maintenance access sort of below the observation deck entryway. I'm pretty sure it's just barely close enough to hit the hive... and should be hard to guard with two sets of ladders as the entrance (likely name for the area: Desperate Gambit)
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    One of the better looking hallways i've made to date... leads to the observation deck.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Next hallway down... semi-direct connection between two hives.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Further down that hallway... turn to the other intermediate room between the two hives.. .which will serve as a junction between this hallway stretch and the rest of the level.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    And the last one today... the floorplan. Hive shown is the top right one on floorplan.. halls listed are leading directly down from there to the next hive.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    You have a good map there. The hive res node room seems a bit bare though, and the "long tunnel" seems too tough for aliens, unless it has vents or something like that.


    For the title, I suggest ns_parabol.
  • bliNkbliNk Join Date: 2003-10-04 Member: 21422Members
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    I agree, more detail! Break up those long, boxy hallways with some chunky geometry... struts, pipes, supports... you know, stuff.

    You seem to have a unique and interesting use of lighting, that should work nicely with more "stuff" on the walls. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    FYI: That long tunnel actually is fairly skulk-friendly.... each area of wall bounded by blue lights (the areas with the nos_subwall texture) has a very well recessed light above a "endless pit" Eventually that will most likely get some kind of railing or something, but ATM i'm worried about entity expenditure so i'm holding off. Anyways, that area kind of is a skulk hiding single-marine-deathtrap. I guess the screenshots are kind of deceptive as to what can be done with it. That's kind of a theme of the map, so I guess it's working <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> As for detail, i'm trying to go for a very clean look. I guess that's where the challenge comes in here is i'd like to do recessed lighting, (as in you are not easily able to see the light source walking around as a marine) Tall rooms/hallways, and minimal pipe/cable/etc showing. I'll take the suggestion though, and try to add what detail I can, but atm i'm a little pressed for things I can add within that philosophy. Thanks for all the suggestions guys... that's part of how everyone gets better.

    BTW: Mojo, you probably should consider that name taken. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    ns_claustrophobia
    or
    ns_claustrophobopolis (<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> remember that from quake?)

    or ns_shut or ns_alone

    I like this map. REAL infestation is something I've been waiting for for a long time. keep up the good work!!!!!!!!!!
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    Ns... uh... ns_soliton?
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    <!--QuoteBegin--Reese+Dec 28 2003, 01:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ Dec 28 2003, 01:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->

    BTW: Mojo, you probably should consider that name taken. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Oh, just casually...oh, I dunno...write my name on the wall or something <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • 343_guilty_spark343_guilty_spark Join Date: 2003-06-18 Member: 17462Members
    Those walls look very Skulk friendly which is good, as too many maps have decorations and stuff on the walls to make Skulks struggle abit.

    Nice name.
  • ToneeTonee Wub wuB UK Join Date: 2003-10-25 Member: 21926Members, Constellation
    I'm not a very good crit so i won't borther criting...

    Tis very good <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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