Ns_toffe
lillbrorsan
Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">Temporary name</div> Hey all looking in this thread! <!--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-->
I have started on a ns map with the temporary name of ns_toffe.
I have decided to show off the progress at this early stage cause i simply
need ideas on what to add/remove. I useally dont have any problem to come
with up cool and innovative stuff in my maps but not atm <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
Polies are at 700 atm. I have added an mp3 thats looping an wind sound of somekind to get a better feeling to it.
Pictures:
<img src='http://toffe.kladdpapper.com/ns_toffe_1.JPG' border='0' alt='user posted image' />
<img src='http://toffe.kladdpapper.com/ns_toffe_2.JPG' border='0' alt='user posted image' />
<img src='http://toffe.kladdpapper.com/ns_toffe_3.JPG' border='0' alt='user posted image' />
<img src='http://toffe.kladdpapper.com/ns_toffe_4.JPG' border='0' alt='user posted image' />
What i know:<ul><li>Some minor texture alignments</li><li>A little too dark</li><li>Lack of details</li><li>More light ?</li><li>The sky has to change</li></ul>
If anyone has any ideas about what to add/remove/fix please tell me!
I also need a name for the ms...
I have started on a ns map with the temporary name of ns_toffe.
I have decided to show off the progress at this early stage cause i simply
need ideas on what to add/remove. I useally dont have any problem to come
with up cool and innovative stuff in my maps but not atm <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
Polies are at 700 atm. I have added an mp3 thats looping an wind sound of somekind to get a better feeling to it.
Pictures:
<img src='http://toffe.kladdpapper.com/ns_toffe_1.JPG' border='0' alt='user posted image' />
<img src='http://toffe.kladdpapper.com/ns_toffe_2.JPG' border='0' alt='user posted image' />
<img src='http://toffe.kladdpapper.com/ns_toffe_3.JPG' border='0' alt='user posted image' />
<img src='http://toffe.kladdpapper.com/ns_toffe_4.JPG' border='0' alt='user posted image' />
What i know:<ul><li>Some minor texture alignments</li><li>A little too dark</li><li>Lack of details</li><li>More light ?</li><li>The sky has to change</li></ul>
If anyone has any ideas about what to add/remove/fix please tell me!
I also need a name for the ms...
Comments
generally you could spicen up the architecture, for instance those railings dont really fit it.
lighting also needs some work. its too dark.
experiment with different textures <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
and the ground its bit square, try vertexing it upp a bit to make it more intresting
Yeah, way too dark. Can't even imagine how to suggest improvements, because I can't tell what's going on in those shots at all. If you don't know what you want to do with the lighting yet, just throw some plain old dull light entities in there so it's at least visible.
Lighting is a bit dark but that always happens at first go. I suggest having some nice accent lighting around the walls and some painting the floor so you give the player an idea of their surrounding without really giving the room a uniformed bland lighting. I see you have some lights up by the walls, just make them brighter
EDIT:
raqualevangel, thats a snow texture from ayumi that fits with the rock textures...
EDIT:
raqualevangel, thats a snow texture from ayumi that fits with the rock textures... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
oh sorry i thought it was sand. brighter shots are probably a good idea.
also make the snow not flat.
Also, the architecture of the walls seems a bit too flat what with there being no ceiling, the walls become the highlight of the room and they just aren't really interesting enough, in my opinion.
I think the no ceiling thing might just be a good trade off though, as long as there are still a decent amount of objects for the skulks to hide behind. With a second hive up, you could leap into the air for a devastating aerial attack.
Imagine a few marines guarding marine start sees a group of skulks come through the door, some of them leap into the air, the rest bunny hop around on the snow, behind crates and up the walls. They wouldn't stand a chance!
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
Marines: "Oh god! They're -everywhere-!"
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Try to ignore the full stops, for some reason I had to put them in instead of spaces
That way you still have the overall feeling of being in the open, but with the more-conventional smaller fighting arena.