Ns_lingo
Ir0nic
Join Date: 2002-12-25 Member: 11526Members
<div class="IPBDescription">progress</div> Hi folks,
This map was initially supposed to be a map to practice mapping, but I managed to create 2-3 rooms pretty fast, so... ^^
I slowly lose my ambition to continue working on the map (i barely find any ideas), so I decided to post some images and listen to some comments.
<img src='http://webplaza.pt.lu/jepagro/testns0000.jpg' border='0' alt='user posted image' />
<img src='http://webplaza.pt.lu/jepagro/testns0001.jpg' border='0' alt='user posted image' />
<img src='http://webplaza.pt.lu/jepagro/testns0004.jpg' border='0' alt='user posted image' />
<img src='http://webplaza.pt.lu/jepagro/testns0005.jpg' border='0' alt='user posted image' />
<img src='http://webplaza.pt.lu/jepagro/testns0006.jpg' border='0' alt='user posted image' />
This map was initially supposed to be a map to practice mapping, but I managed to create 2-3 rooms pretty fast, so... ^^
I slowly lose my ambition to continue working on the map (i barely find any ideas), so I decided to post some images and listen to some comments.
<img src='http://webplaza.pt.lu/jepagro/testns0000.jpg' border='0' alt='user posted image' />
<img src='http://webplaza.pt.lu/jepagro/testns0001.jpg' border='0' alt='user posted image' />
<img src='http://webplaza.pt.lu/jepagro/testns0004.jpg' border='0' alt='user posted image' />
<img src='http://webplaza.pt.lu/jepagro/testns0005.jpg' border='0' alt='user posted image' />
<img src='http://webplaza.pt.lu/jepagro/testns0006.jpg' border='0' alt='user posted image' />
Comments
Also, gameplay wise, the CC is usually best against some kind of barrier so skulks only get attacked from one direction when cc munching.
In the last picture I'd leave the pit dark for the skulks and light up the top of the platform. Lighting seems to be more effective atmospheric wise if it mimics practice functions, such as lighting the walkway for... walking.
On a bit of constructive criticism from what I see, try to "smooth" your geometry a bit so that it's fluid and easy for skulk to get anywhere on it quickly and bounce around like ADHD kids on stimulants.
For things to keep an eye out for: <i>entropy</i> (always critical in an ns_ map), try to include an area that's dark except for one light above a door which sheds orange or yellowish-orange light, try to include some env_glow sprites, water works well in hives, custom textures are a treat, and avoid annoying ambient noises. (err on too quiet rather than too loud, subtle & subconcious is better)
There's an old addage in the VERC which goes:
<span style='font-family:Times'><i><span style='color:orange'>"most mappers try to light every corner, but good mappers paint with darkness and accents."</span></i></span>
to combine texture choice with nice architecture is one of the most effective ways to achieve the "wow!"-effect <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
This is true in combat, but not classic. You don't want the skulks to be able to predict where the comm will jump out.
This is true in combat, but not classic. You don't want the skulks to be able to predict where the comm will jump out. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Classic they usually nestle it away somewhere though, the idea being that it will be difficult to circlestrafe because marines can easily surround you in a little corner behind the chair.