Co_demonce

Mkk_BitestuffMkk_Bitestuff Join Date: 2003-01-17 Member: 12407Members
<div class="IPBDescription">Map Screenies</div> OK, i'll start the post with a backstory. The TSA agents recently recieved a distress beacon from a mining facility, so they were sent to investigate. Their shuttle docked with the startship, and thats basically were the map takes place

Comments

  • Mkk_BitestuffMkk_Bitestuff Join Date: 2003-01-17 Member: 12407Members
  • Mkk_BitestuffMkk_Bitestuff Join Date: 2003-01-17 Member: 12407Members
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    edited July 2004
    First, Please gamma correct and shrink those screenie's, kinda hard to see the whole image and get a good grasp of the view when i have to scroll around it.

    And maybe try adding something to the walls, they look a little dull at the moment.

    Oh, and just check your texture alignments, one of the lights seems to be off by a bit.
  • Mkk_BitestuffMkk_Bitestuff Join Date: 2003-01-17 Member: 12407Members
    Yea, i see how the light is off, and i dunno ftw happened to the lighting... it is brighter than that really

    Heres a better screeny of the MS
  • Mkk_BitestuffMkk_Bitestuff Join Date: 2003-01-17 Member: 12407Members
    This is a maintance corridor to the hive
    where the survivors of the ship had their last stand
  • Mkk_BitestuffMkk_Bitestuff Join Date: 2003-01-17 Member: 12407Members
    edited July 2004
    This is a same corridor just further down it
  • statusqstatusq Join Date: 2003-01-10 Member: 12142Members
    Few nice ideas, but (dare I say this) too boxy <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
    Could you give us the map overview so we could examine this from the view of gameplay?
    To remove boxyness (sp?) add some features to the ceiling, preferably near the walls. Also as I have noticed most people don't pay attention to the floor when mapping. Floor is just as important as walls and ceilings! Height variations aswell as different textures and lights make it look nice, so try it. You should examine finished NS or NS:C maps to see how they are made. Usually you don't pay attention to the line where walls and ceiling meet, and if it catches your eyes then it propably should be fixed.
    Also try to create some contrast with your lights. Set your compiler parameters right and use different color and intensity lights. Also remember that there is no light without a source! Always create visible lights (preferably use texlights btw) it helps to create a believable map.

    At first I didn't mean to write this much, but then I thought why should I write just a few sentences when I can give a better answer aswell.
    Mkk_Bitestuff keep on mapping, you are the future <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Mkk_BitestuffMkk_Bitestuff Join Date: 2003-01-17 Member: 12407Members
    edited July 2004
    ok, i made an overview in paint, its not exact, and most of it is subject to change if i decided i don't like the look of it.

    About the map being to boxy, i always think that when im making the map... I'll try to spice it up abit, without killing the r_speeds.


    forgot a vent :/
  • teh_fattsteh_fatts Join Date: 2004-06-21 Member: 29442Members
    improper texture alignment... as well as a number of other issues... but I think you mainly just need practice and picking apart other maps to see what makes them tick. Although, it isn't my place to critisise at all as ive been mapping a whole, what? 3 weeks now? Hahaha... ah well just thought id save a few of the senior mappers their breath cause im fairly confident thats what at least one of them would say, and they're right.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    ur right it does need more work, at the moment it looks like a fun map, with extra bits.

    u need to be able to immerse the player in the environment uve made
  • statusqstatusq Join Date: 2003-01-10 Member: 12142Members
    edited July 2004
    Looking at the overview you made I have a suggestion: try to make atleast one room along your main route and don't make it too small. Right now it looks like it has only 2 corridors connecting the hive to the cc. As for the underway route the room is not needed but something to break up routine is.

    EDIT: And remember to make the hiveroom large enough so it's not too hard to defend. Also begin to think where to put alien startpoints so aliens can spawn in peace. For example ledges, seperate room(s), behind obstacles etc. Make up something clever <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Mkk_BitestuffMkk_Bitestuff Join Date: 2003-01-17 Member: 12407Members
    thanks for all the tips guys, it really makes it easier to look back at what ive done and decided what to improve on. Unfotunately, im going on vacation and won't be doing any mapping for atleast a week.
  • Mkk_BitestuffMkk_Bitestuff Join Date: 2003-01-17 Member: 12407Members
    ok, ive been very hard @ work, and have decided to make a ns map instead, running under the same name


    First Screeny of the Marine Start
  • Mkk_BitestuffMkk_Bitestuff Join Date: 2003-01-17 Member: 12407Members
    Second Screeny, Sorry About the Gamma, i forgot to turn it up from 1
  • Mkk_BitestuffMkk_Bitestuff Join Date: 2003-01-17 Member: 12407Members
    edited August 2004
  • Mkk_BitestuffMkk_Bitestuff Join Date: 2003-01-17 Member: 12407Members
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    these look better then the ones u started with , but keep on going and ull master vhe in a couple of years <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
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