Ns_lv1201

DictatorDictator Join Date: 2004-02-02 Member: 26005Members
<div class="IPBDescription">The "Aliens" feel</div> simply put...it will be a map thats like the complex from "Aliens" the movie. Its not done yet but here are sum screenshots:

Comments

  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    Marine.
    OWNAGE.


    Put more stuff on the ground to give aliens something to hide behind, and make it somewhat darker.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    its a good start, but i have a few points to address:

    the rooms/hallways are pretty large, with almost no cover for aliens. except the roof grating thingy in the last 2 shots.

    the textures you might want to reconsider, that mixture of ns2.was doors etc and the pale wall textures isnt very nice. i dont mean you should use just ns2.wad, of course you (and should) use both, i just dislike the current wall textures.

    i see youve made the roof open in some shots, remember this has its issues (skulks on sky). in the rooms where there is a ceiling its pretty flat. remember that u need to make the floor and ceiling look nice as well, not just the walls.

    the floors are very flat and boring. add all kinds of slight elevation changes maybe.

    the lighting is nice and warm in that ms but the computer area is a bit boring, too white. also the monitors arent very well integrated with the wall in some parts.

    that "lab" sign isnt very fitting. is it from the ns wads?

    after all this, think of some details you could use to spicen up the map.

    final piece of criticism: i suggest you change the map name. "ns_lv1201" sounds stupid, sorry to say. if you have trouble coming up for a good name dont hesitate to post here, im sure someone will think of something cool.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    I'd like to point out that the aliens movies have very little warm colors. your use of yellow and red, while possibly good looking (though i feel it's not done very well here), does not fit the Aliens universe. White and blue (and maybe some dark dark green) are the primary colors you should be using for an aliens themed map.
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    to be realy honest, it dossent remind me one bit of the "aliens" movie

    the only thing is those walls, and the trims going over
  • Nukem3000Nukem3000 Join Date: 2004-08-03 Member: 30335Members
    One thing that you can prevent <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> goin in sky is to make the sky a bit more higher so when the fades blink normally to go forward, they wont hit the skybox. And then put a teleport thing in the wall below actural skybox and the actual wall. And make it so that if you climb the wall higher above where the actual wall ends, they will hit the teleport thing. And make a seperate room somewhere else in the map with lava and no lights and nothing. And then put a teleport destination there. So if a <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> try to climb the sky, they will instantly get killed. This wouldnt affect jetpackers or fades unless they dont touch the wall above the real wall.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    edited October 2004
    <!--QuoteBegin-Nukem3000+Oct 12 2004, 05:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nukem3000 @ Oct 12 2004, 05:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One thing that you can prevent  <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->  goin in sky is to make the sky a bit more higher so when the fades blink normally to go forward, they wont hit the skybox. And then put a teleport thing in the wall below actural skybox and the actual wall. And make it so that if you climb the wall higher above where the actual wall ends, they will hit the teleport thing. And make a seperate room somewhere else in the map with lava and no lights and nothing. And then put a teleport destination there. So if a  <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->  try to climb the sky, they will instantly get killed. This wouldnt affect jetpackers or fades unless they dont touch the wall above the real wall. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    thats a <span style='font-size:14pt;line-height:100%'>NONO!</span>

    you could add a trigger push so it seems like you get pressed down by the wind. but insta-kill mechanics should be avoided at all costs!!!

    btw I dont think the map is very bad. something in it reminds me... it just doesnt look like other ns maps. but thats quite a good start <!--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-->
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    I have yet to see any map that reminds me of any of the Alien films. Possibly that corridor in bast, but I don't especially like bast.

    I think it should be darker. But then it might be too dark - Alien is a great inspiration for NS maps, but I don't think they should be recreated.

    Still, it doesnt look too bad map-wise, aside from the rather too open areas.

    Good luck <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    you guys need to go and see aliens
    its a damn good movie, and a good inspration fore mapping <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
    but that mapp needs a _lot_ more work
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Nukem3000 livin' up to his name there. That's possibly the worst advice I've seen on these forums. NS maps are supposed to guide the players into using certain routes and not doing certain things, not just throwing 'em into a pit of lava for accidentally blinking too high!

    You need to read up on the NS Mapping Guidelines etc. if you can't figure out why that is such a bad idea by yourself.

    Looks ever-so-slightly Aliens-esque but you need to pay more attention to the architecture. Maybe go out and buy AvP2 because it has a section almost identical to that area in the Aliens film. Or someone nice might post you pics if they themselves own AvP2.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    <!--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-->thats a NONO!

    you could add a trigger push so it seems like you get pressed down by the wind. but insta-kill mechanics should be avoided at all costs!!!

    btw I dont think the map is very bad. something in it reminds me... it just doesnt look like other ns maps. but thats quite a good start biggrin-fix.gif<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->


    wouldnt a func_nobuild work? or a func_wall? when i put those entitys in my maps, skulks generally cant climb on them at all.
  • KradKrad Join Date: 2004-08-26 Member: 30914Members
    It's pretty nice, but as several people already mentioned, (Department of Redundancy Department!) it's pretty marine-biased. Add some cover, remove some light, shrink some rooms.
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