Co_franklin
Plaguebearer
Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
<div class="IPBDescription">Franklin Station</div> My first attempt at a Combat map... Started work on this a couple weeks ago, then let it rot for a little while, then a couple days ago picked it back up for finishing. Thanks to Iggsta and his boys for playtesting... should be ready very soon...
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Comments
GJ tho, keep up good work.
Other than that you have some things that just look really....square. Like those columns in marine start would look better IMO if they were kind of rounded off. Either that or retextured so they don't look so bland. Also may want to consider some func_illusionary wire running through there. That would be kinda nice to make shooting between MS and that catwalk a little more difficult.
Other than those two it looks pretty good. The hive especially (aside from the yellow mist) looks awesome. Might need some touching up in areas and i'd suggest tweaking the lighting a bit, but it's a really good start. If you don't mind posting a layout/overview I wouldn't mind seeing it.
Good lord <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
On the plus side, it looks pretty original, the custom textures are a nice touch and most of it looks very solid architecturally.
(The clouds are a fog psystem that use the umbra sprite. I thought it appropriate.)
The yellow make it look like the kharaa need their own atmosphere for the hive to survive <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> An element which would look good in all maps, no doubt.
The lighting isn't bad or like a circus. Its not harsh or strong, which in my opinion is a good point.
Uh-oh long red corridor for early marine campers <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
...SHUT THE DOOR KEEP IT SHUT OMG HERE COMES THE ONOS SHUT THE DOOR!
The crates help, too, as cover for either side.
Very nice work btw plague, and i hope to test more soon <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
That Fog around the Hive might be a good idea for official stuff like adding a bonus to defence whenever Aliens get attacked near the Hive.
Also good thought on useing the umbra sprite, looks cool, makes me think of aliens the movie, maybe add some eggs ;P
(The clouds are a fog psystem that use the umbra sprite. I thought it appropriate.) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
To me, the brightness of the lighting is fine. I like it well-lit. It's the clashing colours, son. Try changing the red, blues and yellows in an area to more supporting tones of light blue, then a darker blue and so on with a different colour such as white or red highlighting areas of interest.
The lighting, is far to..well horrible. Some of the architecture can really be emphasised by lighting. It seems too bright in places..almost like Im at Disney land.
You might be going for a well-lit map, but this is cack.
also:
The rock texture on one of the first pics looks awful, the blocky structure is maginfied, making the eyes bleed.
Other than that, it looks decent.
But the real test is playing it.
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Right now, the light fixtures you've got don't seem to be putting out the "main" lighting for the rooms in the shots you've posted, making them seem useless.
Get what im sayin?