Co_mirage

DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
<div class="IPBDescription"> - comabt map (duh)</div> alright... so, i've got bijiy helping out with this one, (and i'll probably drag in belgarion, as i know he'll be nice enough to donate a few minutes.

the name mirage *CAN* be taken... if it is, the name will be powerhouse... if somone wants to beat me to a release of a map named eitehr one of those... i'll use another name. feel free to use this name.

i KNOW i will be yelled at because these screens are not in-game... but i'm sorry, i need help with the architecture/texture/layout, not the lighting.

thanks to NSA for the hosting while my website is down.


<b>official objective</b>: ns_hydrosity + co_rebirth = co_powerhouse -or- co_mirage
this is my objective because i love the texture and feel of rebirth, and i love the detail, attention to the player, and mendasp in general.

comments/plans about the layout:
<!--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-->vents are *NOT* shown.... only the upstairs... most of which, is vents... i just didn't specially mark those...

ms is marked....

there will be a pathway "through" the rubble, this is part of the "upstairs"...

bottom area is infested, (marked)

marines will need to walk *under* the hive to shoot at it...... the hive room isn't large like it's shown...

there will be several "rebirth-themed" doors... (multiple types)

i'm aiming for a "War-Room" feel in the right collapsed room, for those that played ns_delta, you will know what i'm talking about. for those of you that didn't, your SOL.

the end of the "pipe" area will have a weldable gate, using "caution danger area" signs... this will interface with the upstairs...
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<img src='http://www.nsarmslab.com/forums/uploads/post-18-1086770108.jpg' border='0' alt='user posted image' />


this is "Pipe Acess", this is in the middle-left of the map, covered in water, and will be the main route that is focused on allowing the marines to camp (hence how it leads into major alien-friendly areas).

<img src='http://www.nsarmslab.com/forums/uploads/post-18-1086683920.jpg' border='0' alt='user posted image' />
<img src='http://www.nsarmslab.com/forums/uploads/post-18-1086681711.jpg' border='0' alt='user posted image' />

*note* the marines shown are brigadier wolf's ninja models, they will not be included in the download, and will *not* be available for download (ever), if you want them, you are SOL.

Comments

  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    I would use a different texture for the slopeing floor where it meets the walkway. On the side where it meets the wall its fine but it seems wrong to me on the other side. A bit simple atm but i assume your going to add bells and whistles later on. Keep it up.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    I agree on the textures. In that area you may be better off getting a very generic repeating texture. I know there's one or two in the wall_panel set of ns2.wad. Not sure on the names right now because i'm on a work computer.

    I don't really care for the hazard striped walkway. I can't figure out if it's the texturing or the geometry, probably the texturing, but it just looks unrealistic. Aside from the fact that it just seems to float in the air for a large portion of the walkway I just don't think you'd see hazard striping like that on a walkway. Maybe replace most of the textures but keep the stripes on the top/side of the walkway, which seems more believable. You also may want to add in some supports. If you attached the walkway supports to the wall it would break things up a bit there, keep it from being and absolutely flat wall running the length of the hallway.

    Other than all that, i'm interested to see what you do for a ceiling. Keep 'em coming.
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    Ninja!

    I think the pipe stands out too much <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> Needs to be duller and greyer maybe.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Even though it isn't finished (and never will be), I think Ken Banks holds the name "Powerhouse". However, you could always have "Powercliterus"?

    I'm not one for commenting on unfinished Hammer shots, so the best I can do is to say that the giant pipe should be better integrated into the surroundings. Perhaps have the support struts fully encompass it, and definitely have trims at each connecting end.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    One thing about the layout, the hive should have 2 entrances, connect those parts that are very close to eachother.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    <!--QuoteBegin-JezPuh+Jun 9 2004, 05:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Jun 9 2004, 05:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One thing about the layout, the hive should have 2 entrances, connect those parts that are very close to eachother. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    maybe with a high vent but nothing rines can walk thru, it would make it too easy for them (imo ofc)
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    I love the layout, but the map could use a bit of work, something just makes that walkway glare at you...
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