Co_shadow

PashPash Join Date: 2003-06-22 Member: 17619Members
<div class="IPBDescription">Old map design, unsure about the name</div> co_shadow, yes i know theirs a post on here for another ns_shadow in 2002 but i dont think it was ever finished. So im gonna use the name unless any1 can tell me otherwise.

Basically this is a fairly symetrical map. Having 3 or 4 weldable points

This map is on space ship, transporting alliens in containment. The ship is hit by an asteroid and the aliens escape and infest the cargo bay. Marines have about 30mins to either servive the alien attack till they reach the station or take down the hive themselves.

After 30 mins the ship docks and the cargo bay doors open and a large robot lays into the hive and all the nearby aliens with multipule machine gun fire. And maybe a few sieges. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

Attached are my more detailed idea on what happens previous to the battle shown as log file recorded by the captain.

Im hopeing to finish this map then extend it to a NS version. Putting 2 and maybe the third hive on the station.

Comments

  • PashPash Join Date: 2003-06-22 Member: 17619Members
    And heres my quick sketch of my map design. At the Bottom part it the bridge (M-Start) and at the top is the Cargo Bay (Aliens Hive room)

    The squiggle lines are vents.
    (V) are vent entrances.
    (WV) are weldable vents.
    And the 2 lines in the doorways of the small left and right rooms (^^^) represent 2 force fields that can be switched on/off at M-Start. The forcefields mainly for the ns version.
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    I allready have Marine start half done, and the centre room. No texturing yet but i will have my own costum textures though out the map. Espially the coridors as shown below. Needs some smoothing through out but im about 5% of the way to a play test...
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    Cool

    maybe make the doorways more carved in (not using carv)
    and add somthing in the ceeling, like a pipe
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    Awesoem planning, I wish all mappers drew like that.

    My only gripe is that your picture is either really detailed, or there are heaps of different pathways. Its usually best to keep it at 3 pathways with joins between them (but not so you can cross the whole map) and vents for aliens.
  • KalessinKalessin Join Date: 2003-06-20 Member: 17554Members, Constellation
    Nice work Tim, have you constructed any more since you last showed it me?
  • JabaswtJabaswt Join Date: 2004-04-18 Member: 27997Members, Constellation
    Nice work so far.... If some of the same textures might make your layout nt so great.. But im not sure what the colors of your textures are going to be soo i really dont know... Looking good a lil difrent i like that


    Keep it up
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    Main middle room, Engine Room (Power core)
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    wow, that's impressive, be neat to see it textured.
  • Jesus_GreenJesus_Green Join Date: 2004-05-01 Member: 28351Members
    <!--QuoteBegin-Pash+Jun 23 2004, 05:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pash @ Jun 23 2004, 05:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Main middle room, Engine Room (Power core) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That looks very good.
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    Obviously needs textures, but that comes later.

    try and Break the roof up a little.
    Looking good.
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    edited June 2004
    Im not very good at texturing, gave it a quick try... at the back of the room on the gangway.
    Ive mainly been working on the poly count, messed a fair bit up. Not separating rooms properly ect.. Bringing the poly count to 3000 at the far side. :/ Ye i know but its sorted now.

    Seams the insane marine start which has been chewing up my brain with all its weird and wonderfull angles is going to take the longest to build. Ill post a pic of that soon.. hopefully.

    I have been consentrating on the floor, walls, walkways and some of the vent systems but i havent given 1 bit of thought for the ceiling?
    Any sugestions would be nice on that part :/

    Ill post a picture of marine start when i get home, ill also do some texturing on the main room and the ready room.

    The ready room consists of 30 to 40 moving objects, most of which rise up out of the ground to form steps leading up to the join team portals.
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    Since my last post ive finished that room. Still not sure what to put on the ceiling yet :/
    If any1 has any ideas on that please post it. Ive reduced the poly count from a max of 1150 down to at most 920 with null texturing and removing some detail. The rooms running absolutly fine with no lag, not sure about the r-speed count. Ill give it some basic texturing to night and ill post some pics up. And prob post the room up so u can have a run around and tell me what u think <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    note if i do youl see my insane ready room which does lags a bit :/
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    Little low on the texturing but im still messing about with lowering the poly count :/
    I got it down from 1300 to 930 but i dont know what i can do to lower it any more and ive still got to add some detail to the ceiling.

    Any advice? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    edited June 2004
    Another view from down below
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    It looks realy nice you should work some on the lights <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> maybe litle bit more dark and some sprakling ligts from that generator?
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    edited July 2004
    get rid of the 4 collums around the 2 huge cylinder like things but keep the pipes going along the ceiling then add 2 more pipes going out of the main generator
  • DimebagDimebag Join Date: 2003-08-07 Member: 19176Members
    I think they fit well there... <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    Why whats wrong with the pipes?

    Heres the map if u wanna have a run around.
    Erm... ignor the ready room i havent put any lights in their. Or portals into the map. Actually i think u join straight into the map. Anyway im working on the lighting and better texturing.
    Ill give it a try without those side pipes see what its like..

    Damn its a little big. When i get home, ill remember this time <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • StarchyStarchy Join Date: 2003-04-21 Member: 15727Members, Constellation
    The core looks nice as it is, just a bit more texturing and it will be perfect! Keep it up. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    i was just suggesting it cuz you needed to cut down on the poly but if you dont then ya i agree they look awsome <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
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