Co_seven
Delarosa
Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
<div class="IPBDescription">{WIP} ...</div> ok, so far, this is my first "map" i've been getting towards the release QUALITY....
ok, so the the left is the hallway to the hive... just one more 90 degree bend, and your there...
those little screens, is the hallway i haven't done yet.... center pillar is yet to be done in any sort of details... anyone have any ideas for that area?
against the wall s a bank of computers, which has yet to be infested... (but it will be)
ok, so the the left is the hallway to the hive... just one more 90 degree bend, and your there...
those little screens, is the hallway i haven't done yet.... center pillar is yet to be done in any sort of details... anyone have any ideas for that area?
against the wall s a bank of computers, which has yet to be infested... (but it will be)
Comments
you can see two pillars, and some texture experimenting.... still not sure about what's right...
need help on the pillars, flooring, and "filler" objects to fill out this room....
I like the general idea you've got some good structural ideas but the texturing on the roof and some parts isn't that great. When you infest to that degree (like on the pipes and the floor and walls) and then have a plain texture on the roof, it sort of looks out of place... I think if you toned down the infestation or perhaps built up the geometry a bit which would make it look less "flat" on the floor, it might look a bit better.. I think something else that bothers me is in the second pic the infestation at the top of the back pillar looks too "ordered"...It looks like the interior designer gorge came in and made it look too nice.. maybe make it a bit more organic?
The lighting is a bit bland, perhaps a bit more focus lighting - not so much white perhaps some deep orange and then some white spots would do the trick..
As I said tho..It looks good for a "first" map..Keep up the good work...
could i get a little diagram of "typical" building up of infestations?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The lighting is a bit bland, perhaps a bit more focus lighting - not so much white perhaps some deep orange and then some white spots would do the trick..<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
i'm doing lighting last... i've never used a light_spot before, so that will be my first experimentations with them.. the lighting WILL change as i go along...
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> then have a plain texture on the roof<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
as i said in the TEXT... ceiling is temporary... i map without a roof, and slap one on really ugly-like for compiles...
<u>Infestation</u>: Just look at any of the official maps and the way they use infestation in the hives. No-one can really tell you how to design your map - people can suggest but it's got to be your creation or there is no point. Just play with Worldcraft and see what you come up with.
<u>Lighting</u>: My suggestion would be not to leave lighting till last because compile times are so long by the end that just to tweak 1 spotlight will take forever. But, it's your map. Little bit of advice, people will comment on the lighting EVERYTIME, so be sure to make it clear the lighting isn't done...
<u>Ceiling</u>: You actually didn't mention in the text. And seeing as it matches a texture on the floor I figured it was your actual roof. Again, the roof is such an important part of the 3d world that people play in. If you find it hard to map with it on - hide it once it is done.
Cheers!