Co_transport

ShobroShobro Join Date: 2004-02-07 Member: 26180Members
<div class="IPBDescription">It's a start.</div> With the release of NS v3.0 I've got the urge to go back to mapping. With its huge array of awsome textures it's hard to keep away from. I've been playing around the last couple of days and came up with this. I'm liking Ready Room, but I need some suggestion with the main map. There's next to no detail at all and it's pretty boring to look at. Any comments/suggestions/constructive criticism would really help.

<img src='http://shobro.net/img/maps/co_transport1.jpg' border='0' alt='user posted image' />
<img src='http://shobro.net/img/maps/co_transport5.jpg' border='0' alt='user posted image' />
<img src='http://shobro.net/img/maps/co_transport2.jpg' border='0' alt='user posted image' />
<img src='http://shobro.net/img/maps/co_transport3.jpg' border='0' alt='user posted image' />
<img src='http://shobro.net/img/maps/co_transport4.jpg' border='0' alt='user posted image' />

Comments

  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    I like what I see, but the ceilings are really too flat. Spice them up with some detail, same goes for the walls in the first pic.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    edited February 2004
    Alright... the green on the picture is a pipe, the blue is a vent, and the red is the lowered area, you'll see.

    EDIT:: Wow, bad picture quality. Blue says... "Make this vent go out to the side like a real vent. Make it have mutlipule exits throughout the map."

    Green says something to the likes of "Have a pipe here with steam shooting out of it and onto the corridor.

    Red says "Lower the left side beyond this line a couple units (so you can still step over it) to add demension."
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