[wip]ns_inubus
BulletHead
Join Date: 2004-07-22 Member: 30049Members
<div class="IPBDescription">My first attempt at a map release maybe</div> Ok, this is the culmination of all the work I've put into this thus far. I am unfortunately going to have to compeltely re-make marine start, as it is just to farking HUGE!
I appologize for the image quality... I am getting a new vid card by the end of the month (I have a lot of jobs coming up, and I am expecting to be able to afford the new x800 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> )
<img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_incubus1.JPG' border='0' alt='user posted image' />
<img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_incubus2.JPG' border='0' alt='user posted image' />
<img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_incubus3.JPG' border='0' alt='user posted image' />
<img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_incubus4.JPG' border='0' alt='user posted image' />
<img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_incubus5.JPG' border='0' alt='user posted image' />
<img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_incubus6.JPG' border='0' alt='user posted image' />
I still have a LOT of work to do... mainly with adjusting the doors (as they are mainly trigger_presence doors) and the lighting... it's hard getting good dark spots that aren't totaly dark 0o'
C&C? Hold the onions, and the flames please
I appologize for the image quality... I am getting a new vid card by the end of the month (I have a lot of jobs coming up, and I am expecting to be able to afford the new x800 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> )
<img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_incubus1.JPG' border='0' alt='user posted image' />
<img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_incubus2.JPG' border='0' alt='user posted image' />
<img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_incubus3.JPG' border='0' alt='user posted image' />
<img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_incubus4.JPG' border='0' alt='user posted image' />
<img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_incubus5.JPG' border='0' alt='user posted image' />
<img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_incubus6.JPG' border='0' alt='user posted image' />
I still have a LOT of work to do... mainly with adjusting the doors (as they are mainly trigger_presence doors) and the lighting... it's hard getting good dark spots that aren't totaly dark 0o'
C&C? Hold the onions, and the flames please
Comments
I Suggest, if your r_speeds arent too high to add some details there or addting some spot_lights so there is more diversitiy.
Other thant that, it looks nice! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
All in all... I got a loooong way to go
As for the dark spots, I think you've done well in the 2 first shots. Only way is to try different bightness values and play with env_gamma: gamma ramp 1-2
(I suppose)
I'll work on adding a good looking border to it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
As for the snow texture room, that is supposed to be like a walk in freezer, but I'm not sure what it's going to end up as lol
I think most people have already said it - some nice ideas, but just a little weak on the execution. It's just too half-lifey for me...
*prays that he gets all the games he can have*
I've modified some stuff... started working on the new marine start <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I should put a player start in first for reference... lol
I've re-made all of marine start, the architecture of the ROOM itself is done, now working on details and texturing... as well as tweaking the lighting
I'm just curious as to who all feels that a func_weld to turn the lights on the rest of the way is a bad idea... it's rather dark untill the weldable has been done
Well, I added shelves and changed it's room design a bit... listening to some ns-themed music while mapping helps a LOT <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->