Co_transport
Smurf
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' />
<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
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 ****.
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-->
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._
<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' />
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._