Co_tyr
MarcosLostPW
Join Date: 2004-09-05 Member: 31383Members
<div class="IPBDescription">the rebirth</div> combat: tyr
reborn:
<img src='http://home.no/markus-l/tyr.jpg' border='0' alt='user posted image' />
<img src='http://home.no/markus-l/tyr2.jpg' border='0' alt='user posted image' />
<img src='http://home.no/markus-l/tyr3.jpg' border='0' alt='user posted image' />
<img src='http://home.no/markus-l/tyr4.jpg' border='0' alt='user posted image' />
<img src='http://home.no/markus-l/tyr5.jpg' border='0' alt='user posted image' />
<img src='http://home.no/markus-l/tyr6.jpg' border='0' alt='user posted image' />
reborn:
<img src='http://home.no/markus-l/tyr.jpg' border='0' alt='user posted image' />
<img src='http://home.no/markus-l/tyr2.jpg' border='0' alt='user posted image' />
<img src='http://home.no/markus-l/tyr3.jpg' border='0' alt='user posted image' />
<img src='http://home.no/markus-l/tyr4.jpg' border='0' alt='user posted image' />
<img src='http://home.no/markus-l/tyr5.jpg' border='0' alt='user posted image' />
<img src='http://home.no/markus-l/tyr6.jpg' border='0' alt='user posted image' />
Comments
It looks really nice - but I can't shake this feeling that I am looking at a lego-block building for some reason...it's really odd.. Nice sharp texture work though...good work
It looks really nice - but I can't shake this feeling that I am looking at a lego-block building for some reason...it's really odd.. Nice sharp texture work though...good work <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Nothing wrong with lego however the pure evil is knex and/or in magnetic in nature
(Edward) I think the map is great as it is especially for a combat (cough merchant Bankers) is it that the ready room or the map itself.
Another suggestion is toned down (or right down in some cases Madivans) the green except if it is the readyroom
Its the Marine Spawn and a hallway.
Why tune the green down? Anything wrong with it?
Hmm.. The green is a bit sharp. Architechture is nice.
Keep it up!
To put it nicely your just sucking up to the author and agreeing with everyone else because your scared to voice your own opinion.
In my opinion the texturing brings out the map, the architechture is rather simple and poor but effective. The lighting is strong and the nicely detailed ceilings taking your eyes away from the mainly plain corridor floors is what, to me, seems to be the main attraction to the map. That and the big funky room with the two wholes in the middle of it.
First of all, stop flaming others opinions.
Second: I wanted to keep this map in a clean style. If you saw a 3d flat picture from hammer, i think you would be suprised how many brushes i realy added. You say the textures brings out the map? I say theres a mix of clean brushwork details and texturing.
About the plain floor: As i said i wanted to keep things clean. Having unimportant details (extra brushwork) added to the players path would just block the player. I want the map to have a good flow.
I know the big room is kinda boring. Maybe I'll add some details on the walls later. But not too much. As i pointed above, i see no reason to.
Thanks for all the other nice replies <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Best use of those textures I've seen so far.
First of all, stop flaming others opinions.
Second: I wanted to keep this map in a clean style. If you saw a 3d flat picture from hammer, i think you would be suprised how many brushes i realy added. You say the textures brings out the map? I say theres a mix of clean brushwork details and texturing.
About the plain floor: As i said i wanted to keep things clean. Having unimportant details (extra brushwork) added to the players path would just block the player. I want the map to have a good flow.
I know the big room is kinda boring. Maybe I'll add some details on the walls later. But not too much. As i pointed above, i see no reason to.
Thanks for all the other nice replies <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yeah, every time I express an honest opinion people take it as flaming. People just get too easily offended, not my problem most of the population lives sheltered lives.
<!--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--><u>To put it nicely</u> your just sucking up to the author and agreeing with everyone else because your scared to voice your own opinion.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
How do you know he was "sucking me up"? Who are you to take this conclution?
Well i belive most ppl would take this as flaming.
Ok, back to the topic. I will say no more about this Thursday-. I hope you can do the same
First of all, stop flaming others opinions.
Second: I wanted to keep this map in a clean style. If you saw a 3d flat picture from hammer, i think you would be suprised how many brushes i realy added. You say the textures brings out the map? I say theres a mix of clean brushwork details and texturing.
About the plain floor: As i said i wanted to keep things clean. Having unimportant details (extra brushwork) added to the players path would just block the player. I want the map to have a good flow.
I know the big room is kinda boring. Maybe I'll add some details on the walls later. But not too much. As i pointed above, i see no reason to.
Thanks for all the other nice replies <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yeah, every time I express an honest opinion people take it as flaming. People just get too easily offended, not my problem most of the population lives sheltered lives. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Thursday's in a bad mood today, don't mind him if he seems a little... er.. in-your-face. He does have his own opinion though and I kind of agree.
OK, so for my personal opinion I applaud you for being the first person to boldly use lots of green lights in a map. No one has really done that and I like it. The yellgrey texture set however, I still do not like.
I will not rate this map until I play it as I agree with the author, it is very clean and looks to have good flow from the shots of the hallways, etc. But I do think it has simplistic architecture (a bad thing? maybe...) this could work in favor of it's clean style or just be poorly built.
Like I said, I'll wait 'til I play it. Good Job!
~ DarkATi
Before you laugh, i'm not kidding. Look at co_daimos with the acid water under marine start; In competetive play, people would suicide in there if they so much as stubbed their toe so they could always be in top shape.
On an unrelated note, this map seems to share my name :~( As such, it better come out good. I will say that I like the futuristic high-contrast look you acheived with the contrasting yellow.
I like your choice to keep the walking path fairly clear while detailing the cielings, but keep in mind when you design the rest of the map that skulks fare very very poorly in wide-open ground. There must be usable cover in some places from which to set up ambushes or get behind marines. Elevation changes can help with this, but don't go crazy. Contrary to popular belief, a few useless vents do not classify as "making the map alien-friendly".
Advice:
O Copy co_ether and put some glass over the pit in MS so you can stand over it and look down into infinity or whatever. This retains the "there is a pit here" effect without attaining the "i can spam mines" effect.
O Given your off-the-wall texturing choice, I think this map would benefit visually from having lots of odd, shiny, spinning things and glowing nanite crap in the walls. These things draw peoples' eyes add cool points to the map.
Keep up the work and don't get discouraged by Thursday, when you finally get your map to the point when he has something nice to say about it, you know you're in business.
<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Made a map with green lights, have you?
~ DarkATi
but yes, good work
I see theres a split here. But it seems most ppl think the arcitecture is alittle too clean. I'll see what i can do about it. This is only 2 days of work and i havent got to the tweaking parts of anything.
TyrNemesis^: Hehe i get our point there, but this isn't any death'o pit, but an route for the marines to get to the hive <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I wont say whats the setting of the map yet. But it's "green" <!--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-->
btw, why don't you ask an admin to help you with your old account problems? >_>
Indeed.
Nice work Marcos. I like the clean style and the good use of textures. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Seems like most ppl hated the textures and design so im redoing it now as i speak