Takeback Take 2
Greedo
Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
<div class="IPBDescription">3 and a half new shots</div> Progress is slow. I'm about 20-25% done with the map, and I'm hoping to be finished sometime in October. Anyways, here's the shots:
#1
<img src='http://www.martinrolek.com/images/takeback/takeback09.jpg' border='0' alt='user posted image' />
The room above the hallway below.
#2
<img src='http://www.martinrolek.com/images/takeback/takeback10.jpg' border='0' alt='user posted image' />
The hallway below the room above.
#3
<img src='http://www.martinrolek.com/images/takeback/takeback11.jpg' border='0' alt='user posted image' />
The ladder leading out of/into the pipe hall below.
#3 and a half
<img src='http://www.martinrolek.com/images/takeback/takeback03.jpg' border='0' alt='user posted image' />
Slightly readjusted the enterance/exit to this pipe hallway in order to accomadate polycount issues.
Screenshots of previously completed areas can be viewed <a href='http://www.martinrolek.com/takeback.html' target='_blank'>here.</a>
#1
<img src='http://www.martinrolek.com/images/takeback/takeback09.jpg' border='0' alt='user posted image' />
The room above the hallway below.
#2
<img src='http://www.martinrolek.com/images/takeback/takeback10.jpg' border='0' alt='user posted image' />
The hallway below the room above.
#3
<img src='http://www.martinrolek.com/images/takeback/takeback11.jpg' border='0' alt='user posted image' />
The ladder leading out of/into the pipe hall below.
#3 and a half
<img src='http://www.martinrolek.com/images/takeback/takeback03.jpg' border='0' alt='user posted image' />
Slightly readjusted the enterance/exit to this pipe hallway in order to accomadate polycount issues.
Screenshots of previously completed areas can be viewed <a href='http://www.martinrolek.com/takeback.html' target='_blank'>here.</a>
Comments
I'm particularly impressed with your the corridors that overlook (what are I'm presuming) unconnected areas, it's always a nice touch and creates the ambivalence of awareness and confusion!
Can't wait 'til it's released! Keep up the good work!
P.S. I usually use exclamation marks quite sparingly in posts, so you can tell how excited I am!
Yeah someone is confused between sex and level-design.
Back on topic, Greedo I'm liking the style and atmosphere, but as you are posting on the forums your expecting some constructive comments (rather than the quote in this post).
#1 - Dont like the way how the trim texture goes with those lights. Looks sharp and diverts all attention away from the visuals to the ugly transition.
I also like the way you textured that open area on the left, unusual floor patter for using that texture.
#2 - Okay so I don't like the repeatitiveness but it is typical sci-fi movie and really suits the NS world. Again you get that trim that don't look quite right, and the lighting looks fab for the small area.
#3 - Love the area, no complaints, although where that pipe is add some light near their maybe? Could shine from top to the underside of the floor above? Ayumi style?
#4 - Again no complaints, except for it looks liek you haven't put the overlay on the pipes which I think would make the area look neater. Love the red lighting there.
other than that it's pretty good <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Yeah someone is confused between sex and level-design.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
More than one person from the sound of things.
It's looking very tidy and tasty. Continue with aplomb, Greedo.
Very nice style you have with the map there Greedo <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Might want to make those corridors a little shorter though. Cover won't make sense if the hallway is too long to travel across it XD
Very nice style you have with the map there Greedo <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Might want to make those corridors a little shorter though. Cover won't make sense if the hallway is too long to travel across it XD <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
From another point of view you can easily kill a skulk from above on the opposite side.
They long hallways look great and give a good layout but you will need to add cover if that hall is remotely important to the game, other wise skulks will get owned and kill any chance of balance... vent sounds good but please dont turn it into another hole in the wall all over the place and accually make it look like a vent so you can keep the amazing visusals!
<img src='http://www.martinrolek.com/images/takeback/takeback12.jpg' border='0' alt='user posted image' />
<img src='http://www.martinrolek.com/images/takeback/takeback13.jpg' border='0' alt='user posted image' />
And to answer that question, all r_speeds are below 650 through the whole map, with an average around 500.