Co_exploited

ChargeCharge Join Date: 2003-02-05 Member: 13144Members
<div class="IPBDescription">Screenies from my box map (WIP)</div> Readyroom (thats the hive room u can see thru the doors):
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Comments

  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    edited February 2004
    Hive room:

    *removed -> newer screenies ahead*
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    edited February 2004
    Hive room(another angle):

    *removed -> newer screenies ahead*
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    edited February 2004
    Marine start:

    *removed -> newer screenies ahead*
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    edited February 2004
    Looks kinda empty.. but nice work.
    But you should edit the textures in marine base.
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    edited February 2004
    Retextured hive room w/ walkway(which needs polishing):

    *removed -> newer screenies ahead*
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    edited February 2004
    Marine start with some new textures and another angle:

    *removed -> newer screenies ahead*
  • VarsityVarsity Join Date: 2004-01-29 Member: 25687Members
    The marine start still looks ver bland. Perhaps some more features on the walls, and some more texture variation?
  • chis1chis1 Join Date: 2004-01-13 Member: 25281Members
    looks good

    i think it needs some more detail tho
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    You've got soem good ideas for your rooms, but fail to make them really interesting to look at. Every wall there is pretty much a flat un - interesting brush with a texture on it. Try adding in some pipes, curvy architechture, diverse levels, fancy lighting, particle effects etc etc. Something to break up the flatness.
  • VarsityVarsity Join Date: 2004-01-29 Member: 25687Members
    I do like the arrows in the rr, though.
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    <!--QuoteBegin-Varsity+Feb 1 2004, 01:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Varsity @ Feb 1 2004, 01:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I do like the arrows in the rr, though. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    but of course you do <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    edited February 2004
    Slightly retextured MS(with screwed up glass):

    *removed -> newer screenies ahead*
  • bliNkbliNk Join Date: 2003-10-04 Member: 21422Members
    I don't think I have seen a worse marine start then that.

    It had to be said, what with all these other people giving it "wowz0rz!!!" then your never gonna get better.

    It's basically a square room with a ramp.

    Needs work mate. The quality of ns2.wad just about keeps your head above the water.
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    edited February 2004
    Some small detailing... a lot more needed tho <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> those are pipes under the floor

    *removed -> newer screenies ahead*
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    edited February 2004
    Too much wires?

    *removed -> newer screenies ahead*
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2004
    THe MS has potential only its also very onos friendly. You should add some support pillars in the middle makes it look much better. And mayb some boxes near the cc or the other side of the MS. In short its a to open area...

    <b>Now onto the Hive room:</b>
    Its to open for skulks/gorges, 2 mayb 3 marines can camp out in each corner and start the evil spawn killing and the skulks spawning wont even have a chance. add some more attributes. Just a few boxes or pipes can do the trick. Also why isnt there any infestation on the ramp and pipes near the hive <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    One more question on the MS and Hive, how many exits do they have?

    GreetzZz Kouji San
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    <!--QuoteBegin-Kouji San+Feb 1 2004, 04:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Feb 1 2004, 04:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> THe MS has potential only its also very onos friendly. You should add some support pillars in the middle makes it look much better. And mayb some boxes near the cc or the other side of the MS. In short its a to open area...

    <b>Now onto the Hive room:</b>
    Its to open for skulks/gorges, 2 mayb 3 marines can camp out in each corner and start the evil spawn killing and the skulks spawning wont even have a chance. add some more attributes. Just a few boxes or pipes can do the trick. Also why isnt there any infestation on the ramp and pipes near the hive <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    One more question on the MS and Hive, how many exits do they have?

    GreetzZz Kouji San <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The hive will have 3, 2 doors and 1 vent. Marine start will have 1 door and 1 vent but the corridor that the door leads to divides shortly.

    I tried to make those support pillars, but they looked veeeery ugly <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    edited February 2004
    Boxesh!

    *removed -> newer screenies ahead*
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    edited February 2004
    That big red box in the second pic is a sneaky one, you can hide inside it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Anyways, off to sleep ->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2004
    I like the hive better now (is that the same room <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->), but whats that a counterstrike skin on that container, correct me if im mistaken <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    Mayb you can try in the MS not to use pillars but support beams along the ceiling. looking from the screen from left to right and lower the middle part just a little below the suport beams where the 2 ceilings meet

    GreetzZz Kouji San

    [edit] typos <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> [/edit]
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    <!--QuoteBegin-Kouji San+Feb 1 2004, 05:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Feb 1 2004, 05:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I like the hive better now (is that the same room <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->), but whats that a counterstrike skin on that container, correct me if im mistaken <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    Mayb you can try in the MS not to use pillars but support beams along the cieling. looking from the screen fomr left to right and lower the middle part just a little below the suport beams where the 2 ceilings meet

    GreetzZz Kouji San <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It's a Half-Life texture. And im making the support beams tomorrow. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2004
    Improved <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
    Hehe nevermind I was going to say: Oi! wheres the resnode but its combat nm on that.

    Maybe one more little suggestion:

    The floor grate maybe make 2 platforms like this

    cc
    ?__???????___??????????___
    ?????\__/??????\____/??????\___

    And let pipes go underneath then or something so the elevations make sence...
    Ah well play arround with the inventory of the MS.

    Its getting better, just compare the 1st screen with the last

    GreetzZz Kouji San

    Note: ascii art hurts Koujis fingers <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    [edit]typo <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> [/edit]
  • RestrikRestrik Join Date: 2003-08-10 Member: 19392Members, Constellation
    nice, add some computer consoles, and things of that nature...i think someone mentioned support pillars, that would also be very nice. From a "RP" stand point, it doesn't look like there's any purpose to the space station/craft (which ever) just looks like a big metal thing floating in the sky.

    Add some reason to it, and you'll have yourself a damn good map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    PLEASE fix the texture on the crates in MS. The texture is meant to be 1/4 of the pic on each crate. What you do is you select the face you want, press "Fill", then double both the amounts in scale x and y. Then do TL, TR, BL, or BR. (t=top, b=bottom, l&r=left&right)

    Just a suggestion. Also, the MS looks alot better now.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    I like the hive room, but the MS seems too straight and narrow, with only one entrance. All the combat maps have two or three entrnaces. I suggest making it into more of a square design instead of the rectangle.


    The hive looks really good though.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Get that window texture in MS spreaded and the align the box textures good.
  • wRavenwRaven Join Date: 2002-11-03 Member: 6482Members
    MS is way to open, to much like a gauntlet.

    Get rid of the crates and put up actual barriers (overtruned tables, proped up grates, ext) or make the crates as if they were aranged more for defensive purposes
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