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Comments

  • CrackerjackCrackerjack Join Date: 2004-03-20 Member: 27463Members
    Thanks guys.. I will try to get it in for next release or something.. I will continue to update with pics.. Thanks alot.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    FINALLY! A map that doesn't put ns2.wad to shame. Awesome texture and lighting work. Top-Notch.

    ~ DarkATi
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    looking very nice reminds me of the movie ALIENS
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    C O O L

    Moooooo rating of, say.....13.5 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    On a more negative side: there is much orange in the light.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    <!--QuoteBegin-HanzGrub3r+Mar 26 2004, 04:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HanzGrub3r @ Mar 26 2004, 04:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> r_speeds? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    In my experience, when somebody posts just this, it means their jealous <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Are you jealousy wealousy Hanz !? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    im in love whith the mapp
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    While these pics look very good, they don't look very human if you know what I mean. I don't get a sense of why people would walk through these places. What does walking through there allow a person to do? Are there terminals they can reach, pipes they can fix, or something else? It would probably be good for the atmosphere of the map to come up with a function for the places, and then figure out how humans need to interact with that function, and design the walkways accordingly.
  • CrackerjackCrackerjack Join Date: 2004-03-20 Member: 27463Members
    To be honest Moultano, Im really not going to waste my time giving every single room a purpose, name and that sort, especially for a combat map. Personally, when I play Combat, Im not stopping in the middle of battle to be like.. oh this place looks like the drainage sewer, or a communication place. Im going around shooting skulks and such. But if this was an NS map, I would concure with you on the point, but in this case.. a Combat map doesnt need to have a purpose to be fun.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    edited April 2004
    <!--QuoteBegin--Crackerjack-+Apr 4 2004, 06:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-Crackerjack- @ Apr 4 2004, 06:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> To be honest Moultano, Im really not going to waste my time giving every single room a purpose, name and that sort, especially for a combat map. Personally, when I play Combat, Im not stopping in the middle of battle to be like.. oh this place looks like the drainage sewer, or a communication place. Im going around shooting skulks and such. But if this was an NS map, I would concure with you on the point, but in this case.. a Combat map doesnt need to have a purpose to be fun. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Fair enough, but purpose creates character. Have at least your MS and Hive having a grand purpose that is both impressive and interesting to observe, or else your map will end up being generic, no matter how visually attractive.

    A lack of character is why I dislike maps such as co_faceoff; technically they're fine but they bore me to tears.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    <!--QuoteBegin-moultano+Apr 4 2004, 09:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Apr 4 2004, 09:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> While these pics look very good, they don't look very human if you know what I mean. I don't get a sense of why people would walk through these places. What does walking through there allow a person to do? Are there terminals they can reach, pipes they can fix, or something else? It would probably be good for the atmosphere of the map to come up with a function for the places, and then figure out how humans need to interact with that function, and design the walkways accordingly. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    hey dude..

    Im makeing a map where all corridoors and rooms have pourpose.
    My map is going to be full of character.
    I make maps for people just like you who demand things to make sense and have a story behind it. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->

    Very cool map.
  • CrackerjackCrackerjack Join Date: 2004-03-20 Member: 27463Members
    Progress:
    <img src='http://cjmaps.hlgaming.com/ns/hallway1_3.jpg' border='0' alt='user posted image' />
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    it defenately looks nice, but I'm thinking it will be too dark to be playable <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • BahamutBahamut Join Date: 2003-01-20 Member: 12522Members, Constellation
    I hope that's some place near the hive (last screenie) because it looks rather too dark to belong anywhere else :\

    Unless you have the whole weldable lights thing happening.
  • CrackerjackCrackerjack Join Date: 2004-03-20 Member: 27463Members
    yeah what im going to do is make the cone radius on the spot lights a bit bigger. So it would light up alot more. Im thinking this will do the trick.
  • NayNay Join Date: 2002-06-09 Member: 741Members
    good stuff m8 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    <!--QuoteBegin--Crackerjack-+Apr 14 2004, 02:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-Crackerjack- @ Apr 14 2004, 02:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yeah what im going to do is make the cone radius on the spot lights a bit bigger. So it would light up alot more. Im thinking this will do the trick. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    or increase light bounce...
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    one thing you could try is compiling with -coring 0 in RAD, that should add some low level ambient lighting to your map.
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