Co_stromos Released
Pithlit
Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
<div class="IPBDescription">its done ^^</div> Well, my first map for FPS is done, finally i came to mapping and what can i say, its fun^^.
So here i show you some pictures of the final version of the map, the Dl link is at the bottom of the page.
First i want to give some people credits:
Many Kusos go to Kardoffel who helped me set up my tools and encouaged my to do this.
I would like to thank all my other clanmembers aswell for the many hours they spend playing and testing the betas of the map. wich werent fun, all the time.
but i think the nice balanced map pays for this, so on with the show:
The map represents an asteorid missile platform, suited for long range bombardements or defense purposes.
The enviroment is highly changable, there are many switches and some weldpoints, wich change the layout of the map in favour of one team or another.
Known Problems of the map:
-Onos stays inside the map after round end
-Players are turned around 180° around 8sec after a round ends
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/1965fullsize.GIF' border='0' alt='user posted image' />
The Cryochambers in the RR, this is the place were all live begins ^^
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/1967fullsize.GIF' border='0' alt='user posted image' />
Here we are in the marinestart, the controlroom of the missile silo of the stromos base
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/1969fullsize.GIF' border='0' alt='user posted image' />
another shot of the MS
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/1970fullsize.GIF' border='0' alt='user posted image' />
in the middle lies the mighty generator of the base, going from top to bottom
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/1968fullsize.GIF' border='0' alt='user posted image' />
This is a room just next to the hive
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/1966fullsize.GIF' border='0' alt='user posted image' />
The Hive itself, the aliens have aquired the ventilation system of the base
Download the map here: <a href='http://home.arcor.de/kingurmel/Maps/Filez/stromos.zip' target='_blank'>here</a>
An vote for my map pls if you like it on nsworld, <a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=435' target='_blank'>here</a>
So here i show you some pictures of the final version of the map, the Dl link is at the bottom of the page.
First i want to give some people credits:
Many Kusos go to Kardoffel who helped me set up my tools and encouaged my to do this.
I would like to thank all my other clanmembers aswell for the many hours they spend playing and testing the betas of the map. wich werent fun, all the time.
but i think the nice balanced map pays for this, so on with the show:
The map represents an asteorid missile platform, suited for long range bombardements or defense purposes.
The enviroment is highly changable, there are many switches and some weldpoints, wich change the layout of the map in favour of one team or another.
Known Problems of the map:
-Onos stays inside the map after round end
-Players are turned around 180° around 8sec after a round ends
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/1965fullsize.GIF' border='0' alt='user posted image' />
The Cryochambers in the RR, this is the place were all live begins ^^
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/1967fullsize.GIF' border='0' alt='user posted image' />
Here we are in the marinestart, the controlroom of the missile silo of the stromos base
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/1969fullsize.GIF' border='0' alt='user posted image' />
another shot of the MS
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/1970fullsize.GIF' border='0' alt='user posted image' />
in the middle lies the mighty generator of the base, going from top to bottom
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/1968fullsize.GIF' border='0' alt='user posted image' />
This is a room just next to the hive
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/1966fullsize.GIF' border='0' alt='user posted image' />
The Hive itself, the aliens have aquired the ventilation system of the base
Download the map here: <a href='http://home.arcor.de/kingurmel/Maps/Filez/stromos.zip' target='_blank'>here</a>
An vote for my map pls if you like it on nsworld, <a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=435' target='_blank'>here</a>
Comments
but the lighting in there is not realy interesting, maybe add some highlight or spots to make it look nicer <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
pic 2- the walls stop without a border. scale the texture to fit the entire texture or just half of it. Secondly, by the 'core' texture, there should be a border-like texture instead of that clearly tiled texture. it just doesn't look like it was meant to be.
pic 3 - the middle of the ceiling around the lowered "bump" i guess, that wasn't paid any attention to. it's just got a texture on it, the same as i mensioned before. find something that seems fitting for that.
pic 4 - again we see the same texture around our lovely "core" texture, which does not tile like that at all.
pic 5 - looks great. the ceiling is kinda odd tho.
pic 6 - i find it strange the floor and ceiling are unscathed, yet the walls are positively covered. i would think it looks good if not for the ill logic behind it.
i've outlined that which i am talking about, at least where i thought it was confusing. hope this helps.
What do you mean with a border on the textures and with tiled???
I think you mean the small metal plates wich cover the braces of the powercore and the overhead lighning os the ms, but cant see anything problematic with them o.O
the for your comment on pic 6, if you had a look at the map itself and not only the pictures, you would see, that the ceiling is infested aswell, but not in all areas of the hiveroom, the same thing applies on the floor.
i only choose this picture to show of the differences inside the room
Any texture is well suited for anything, as long as it is aligned in a right way. For example, that texture (the trims on the core picture highlighted in white) would probably look good there if you rotated it 90 degrees, and aligned it to 'bottom'. (ok, so not *any* texture, but most)