Ns_unamed Help
Heist
Join Date: 2002-11-09 Member: 7922Members
<div class="IPBDescription">opinions welcome</div> Let me warn you all first by saying this is my first ever mapping experience so gimme a break. I just wanted some opinions on how I am doing so far. I need lots of criticism.
Background - Marines have been sent to dock with an abandoned space station and eliminate the infestation.
Firstly lemme say the rooms are not finished in these pictures. I still have some of the lighting to add and textures to line up. One problem I am having is I think my hallway is too long. It leads into the space station (kind of a cargo walkway) from the ship. I wanted to make it accessable by skulks and lerks mainly (and marines of course) so I wanted it to be quite long with some cover for them (mainly under the grating). Do you think this is too long and what areas can I improve on.
The first pic is of the marine start point. To the left is the room where the CC sits and the room shown is where they spawn in.
The second is of the hallway.
<a href='http://www.freewebsitehosting.net/websites/Heist/ns_unamed1.JPG' target='_blank'>http://www.freewebsitehosting.net/websites.../ns_unamed1.JPG</a>
<a href='http://www.freewebsitehosting.net/websites/Heist/ns_unamed2.JPG' target='_blank'>http://www.freewebsitehosting.net/websites.../ns_unamed2.JPG</a>
Background - Marines have been sent to dock with an abandoned space station and eliminate the infestation.
Firstly lemme say the rooms are not finished in these pictures. I still have some of the lighting to add and textures to line up. One problem I am having is I think my hallway is too long. It leads into the space station (kind of a cargo walkway) from the ship. I wanted to make it accessable by skulks and lerks mainly (and marines of course) so I wanted it to be quite long with some cover for them (mainly under the grating). Do you think this is too long and what areas can I improve on.
The first pic is of the marine start point. To the left is the room where the CC sits and the room shown is where they spawn in.
The second is of the hallway.
<a href='http://www.freewebsitehosting.net/websites/Heist/ns_unamed1.JPG' target='_blank'>http://www.freewebsitehosting.net/websites.../ns_unamed1.JPG</a>
<a href='http://www.freewebsitehosting.net/websites/Heist/ns_unamed2.JPG' target='_blank'>http://www.freewebsitehosting.net/websites.../ns_unamed2.JPG</a>
Comments
As for what you have put up: the first shot has bland lighting. Remove those strong yellow overhead lights and use a side trim, or a blue light on the door frame.
And the corridor looks abit small. Imagine squeezing an onos down there <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> You could also have some cool light_spots used in that corridor to make it more interesting, and to break up the repetition.
The first shot does indeed, look too bright.
I think it looks good so far, keep it up.
Hehe Frogg2. The only other map I have made was a square room for practice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->