Co_triplethreat

PashPash Join Date: 2003-06-22 Member: 17619Members
edited January 2005 in Mapping Forum
<div class="IPBDescription">Latest Build</div> The last versions where pritty crap to say the least being rather square and crashed servers a LOT.
This time thou i am happy with the outcome.

Over the last week i have been building its basic structure then with the help of 404NotFound building up the details,
texturing and lighting we have come up with M-Start.
Minus a problem with the w_poly count in M-Start (1100 Max) the maps 20% complete.
Marine start is pritty much finished and the basic structure of the
Hive is ready to be handed over to 404 within the day. <!--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-->

/ Marine Start \

<img src='http://tim.flowingideas.com/triplethreat/pic1sml.jpg' border='0' alt='user posted image' />
<img src='http://tim.flowingideas.com/triplethreat/pic2sml.jpg' border='0' alt='user posted image' />
<img src='http://tim.flowingideas.com/triplethreat/pic3sml.jpg' border='0' alt='user posted image' />
<img src='http://tim.flowingideas.com/triplethreat/pic4sml.jpg' border='0' alt='user posted image' />
<img src='http://tim.flowingideas.com/triplethreat/pic5sml.jpg' border='0' alt='user posted image' />

Larger Version 1152x864
<a href='http://tim.flowingideas.com/triplethreat/pic1.jpg' target='_blank'>M-Start1</a>
<a href='http://tim.flowingideas.com/triplethreat/pic2.jpg' target='_blank'>M-Start2</a>
<a href='http://tim.flowingideas.com/triplethreat/pic3.jpg' target='_blank'>M-Start3</a>
<a href='http://tim.flowingideas.com/triplethreat/pic4.jpg' target='_blank'>M-Start4</a>
<a href='http://tim.flowingideas.com/triplethreat/pic5.jpg' target='_blank'>M-Start5</a>

o It doesnt look as good on those pics, its darker with more contrast to it ingame on the newer version.
o Im gonna remove a few crates to reduce poly count

<!--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--> The rooms with rock are to flat, make it more rugged like mineshaft.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
o This is nothing like mine shaft. Its combat for one thing. This room has been cut out of the rock, thats why its so smooth.
For now thou im gonna press on. Ive finish the hives basic layout, iritatingly angled and shaped that it is and am about to do a w_poly count then im passing it onto 404 for detail and lighting.

Right now im more conserned with getting the map done with a fairly decent design.

<!--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-->AUX recoup
Im surprised at how much people can get done so quickly.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
o Took me the a good part of half a day after work to built the basics of m-start.
404NotFound finished it of by smoothing it out and adding detail on the second day. Just did the hive last night and as ive said earlyer im passing it onto 404 for finishing.

o Just need an under water passage and 3 coridors/tunnels leading between hive and m-start.

a. Right tunnel: Leads to the Right side of the hive and will be partially flooded with one other passage leading off to a lift shaft up to the surface.
On the surface their will be the ship the marines landed in standing on a platform at the base of a deep revein/pit.
To stop aliens flying too high ill have a few automated turrets at the top to shoot em down if they try to fly out.
Across from the lift shaft will be a cave(air vent) leading down to the hive.

b. Left Tunnel: Another tunnel connecting between MS and H. This will have caved in and flooded mine shafts leading off. One shaft will be flooded but will be open to swim down into the underground tunnel between MS and H. After this point the tunnel will lead on to the lower Left side of the hive.

c. Centre Main Tunnel: Smooth and well suported this is the main entrance to the mine (main entrance doors ceiled off). This tunnel is capable of suporting heavy vehicles and mining equipment.
And leads to both MS, H and off to the sleeping areas ect.. ( sleeping areas ceiled off for now untill ive finished of the map.)

Comments

  • RavatarRavatar Join Date: 2003-11-11 Member: 22473Members, Constellation
    Looks amazing, can't wait to give it a try.

    A little concerned by the large room, but I can't judge for sure without trying it.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited January 2005
    What you need, is some green and some yellow lights. And also some boxes that don't like childrens toys.. :|
    And marine start looks a bit barren, put some railings around the CC platform or something that doesn't make it look entirely flat. 3 blue texlights around the CC would look dead good too.
    OH, and I recommend excessive usage of haze.spr. Put two of it in the large room. It's like some magic "make my map atmospheric" tool.
Sign In or Register to comment.