Co_transport

SmurfSmurf Join Date: 2002-11-19 Member: 9351Members
Well uhh, I've always wanted to make a map of an entire transport ship, and just recently started playing NS again so I thought I'd give it a shot as combat map. Its not to far, about half the basic geometry is done very little actually looks good though. However the front of the ship where the hive is located is in a decent enough state I figured I would put it up for critique. Its not amazing by an means, but its a start.

<img src='http://img217.exs.cx/img217/7158/cotransport00022qx.jpg' border='0' alt='user posted image' />

<img src='http://img217.exs.cx/img217/7825/cotransport00008mt.jpg' border='0' alt='user posted image' />

<img src='http://img84.exs.cx/img84/180/cotransport00035ly.jpg' border='0' alt='user posted image' />

<img src='http://img84.exs.cx/img84/1715/cotransport00069fs.jpg' border='0' alt='user posted image' />

Comments

  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    1: That force field looks pretty bad, perhaps replace it with that blue lightning texture that everyone uses?
    2: The hive has no infestation.

    However it does look pretty cool so far, I like that first shot. KEEP AT IT 'FORE I GET GARGAMEL ON YO ****.
  • Era_JormaEra_Jorma Join Date: 2004-02-21 Member: 26750Members
    OMGZ!1 Teh p1nk f0rc3f33ld 0f d3wm!!11

    Looking nice, hive indeed needs infestation. Hard to say anything else yet. Just remember to have dark corners and in-box hideouts. <!--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-->
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    Tone down the white light and increase the reds and blues. . but not too much.
    the forcefield is horrible,make it a blue'y color if you really need to keep it. and clip your pipes so they join together neatly.
    put a trim around the window, the wall looks to plain a the mo.
    loads of infestation required, looks very not alieny.
    so far not a bad attempt._
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    The lighting looks kind of boring to me, try to play around with a for a bit. And change the purple forcefield, it looks horrible.
  • SmurfSmurf Join Date: 2002-11-19 Member: 9351Members
    Hopesfully these look a little better, Ive got some more work done on it, tons left to do though. The only problem I've run into is with the r-speeds in the middle, they're a little bit high. Ah well, here are a few more screens.

    <img src='http://img25.exs.cx/img25/4194/cotransport200177tt.jpg' border='0' alt='user posted image' />

    <img src='http://img25.exs.cx/img25/2940/cotransport200182kv.jpg' border='0' alt='user posted image' />

    <img src='http://img25.exs.cx/img25/2351/cotransport200196tc.jpg' border='0' alt='user posted image' />

    <img src='http://img25.exs.cx/img25/4765/cotransport200233jk.jpg' border='0' alt='user posted image' />
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Those corridors look a bit un-alien-friendly if you ask me. If you must leave them that long, add a vent system that Aliens can use to bypass those shooting galleries!
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    Its definetly a big change from the first pics, lighting wise.
    Those corriders are too long full stop,thats prolly why r_speeds are so high.
    Are you using textured lighting and then using spot lights to define the light'd area??
    I dont think spot lights work for rectangular light fixtures,.
    I still think the map seems a little too bright. good to see your improving anyway. keep it up._
Sign In or Register to comment.