Co_kurt
Jezpuh
Join Date: 2003-04-03 Member: 15157Banned
<div class="IPBDescription">.. Cobain!</div> <img src='http://jezpuh.shatteredminds.net/co_kurt11.jpg' border='0' alt='user posted image' />
<img src='http://jezpuh.shatteredminds.net/co_kurt12.jpg' border='0' alt='user posted image' />
<img src='http://jezpuh.shatteredminds.net/co_kurt13.jpg' border='0' alt='user posted image' />
<img src='http://jezpuh.shatteredminds.net/co_kurt14.jpg' border='0' alt='user posted image' />
I'm about 10% done now or something, I've done the MS and a small corridor/room.
Weee :O
<img src='http://jezpuh.shatteredminds.net/co_kurt12.jpg' border='0' alt='user posted image' />
<img src='http://jezpuh.shatteredminds.net/co_kurt13.jpg' border='0' alt='user posted image' />
<img src='http://jezpuh.shatteredminds.net/co_kurt14.jpg' border='0' alt='user posted image' />
I'm about 10% done now or something, I've done the MS and a small corridor/room.
Weee :O
Comments
I really like the texturing and lightning and also the clean architecture.
<img src='http://jezpuh.shatteredminds.net/kurt/co_kurt15.jpg' border='0' alt='user posted image' />
<img src='http://jezpuh.shatteredminds.net/kurt/co_kurt16.jpg' border='0' alt='user posted image' />
<img src='http://jezpuh.shatteredminds.net/kurt/co_kurt18.jpg' border='0' alt='user posted image' />
<img src='http://jezpuh.shatteredminds.net/kurt/co_kurt19.jpg' border='0' alt='user posted image' />
Allso, the map looks overal nice, can't you make somthing crappy so we can tell you you suck?
I have nothing else to critisise <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
but... is it just me or does the overlays look kinda weird? like wrong rendermode and bad texture placement for example... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
but... is it just me or does the overlays look kinda weird? like wrong rendermode and bad texture placement for example... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Looks like they are slightly mis-aligned (looking at the red overlay on the stair screenshot) and set to too high a render value. Between 130 and 180 seems about correct to me.
but... is it just me or does the overlays look kinda weird? like wrong rendermode and bad texture placement for example... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I'm just using the overlay textures. Because using the original texture had black all around it too, so I figured what the hell.
<!--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--> great ceiling.
the floor look plain also look good.
rooms names?
history?
texture names?
you made some texture?
As for the texures, they're mostly from ns2.wad. Some are from ns.wad, but you hardly notice it as I only used small parts of it.
No location names are ok on tiny maps. Like on faceoff there's basically left side, right side and cc on the marine side, and upper, lower, and hive on the alien side. Calling these places 'nanite monkey regulation' would only confuse people. But then huge, twisty co maps do need names, otherwise you end up yelling 'aliens incoming from... that place, with the big metal thingy... and the stuff'. Just naming important choke points should take care of everything.
it allso helps when trying to find bugs, beacouse yelling
"OMG! I GET ATUKZ0rS AT TAATH VENT!! OLO" insted of "im geting stuck in the vent at the smelly room" kinda smells
it allso helps when trying to find bugs, beacouse yelling
"OMG! I GET ATUKZ0rS AT TAATH VENT!! OLO" insted of "im geting stuck in the vent at the smelly room" kinda smells <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
There's no way I'm going to put in location names just for that, grizzly <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> I think I'll just go with what Bob said. Giving the chokepoints simple names such as "Left side of the MS" etc.
<+Jezpuh> 5 MINUTE MAPPAR
JezPuh, would you be up for writing a quick explanation how to make maps look tasty without doing stupid stuff in em?
- The 2 out of place blue crate textures on the wall in one pic
- The 2D rail in another (make it 3D)
Other than that it has a nice, clean futuristic and deserted feel, something I pretty much go for in my maps.
Try to make a NS map with the same theme and with small and large rooms! We need more good (official)NS-maps
you gotta be kidding me...
i sat at my computer for DAYS converting the old bast into something playable, and as far as i got was from atmospheric processing to the airlock to the engine hive...
you gotta be kidding me...
i sat at my computer for DAYS converting the old bast into something playable, and as far as i got was from atmospheric processing to the airlock to the engine hive... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> offtopic not allowed, please use pm or email or make your own topic.
doesn't do a remake because mendasp work is better and you will made mendasp unhappy.
i wanna see what mendasp did in the new version of bast instead of see fans remake of a unbalance map, i like too much the new bast res node balance but the new shape still ugly i think is because they balance the interconections and are UNDER BUILDING or under construction.