New Ns_odlers Screenies
HanzGruber
Join Date: 2002-01-25 Member: 47Members
<div class="IPBDescription">To satisfy the urge to post</div> Just some new picks of the architecture and lighting of and around the marine spawn...It contains the new revamped round room that many were so fond of ... the old room had huge building issues (that is - commander could build up on-top of the glass but no where near the ground..
but anyways...pictures speak volumes...
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but anyways...pictures speak volumes...
1/10
Comments
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Oh and in picture 1 the light seems a bit to close to the resource point. Mabey reduce the amount it hangs down by?
Same texture floor and ceiling. No ladder up to the resource node? (or did I just miss it?). The ceiling seemed rather bland, maybe some trim around the edges would make it more interesting. Some trim around the window would be more realistic too. That window does look too large for a single sheet of glass.
<b>Psycho</b> I'll see what I can do in that respect <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
<b>Munty</b> : Yeah, a turning path might be good - I'll have to look to see if textures accomodate it... and I'll definately reduce the light height length thingy..
I must say that shot 3 looks rather impressive. The marine start could use some variation either in the floor or the cieling, perhaps, as both of them are quite flat. Crates or girders or something, I dunno.
And it would be a good idea to allow the marines to get up to that resource node in their base, in case they need to replace it.
The first image is the original spawn and the second, attached one is the new version..
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1040168240.jpg' border='0' alt='user posted image'>
and has it been playtested? is that cc room hard to defend or ok?
Angel, you could be the greatest mapper in the world...but I have no respect for you... you might as well not post in my threads
and once it's gone they won't be able to rebuild until they either boost up there or get jetpacks (if they don't have any teamwork <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->)
and once it's gone they won't be able to rebuild until they either boost up there or get jetpacks (if they don't have any teamwork <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Hanz has added a ladder. You can see it in the revised picture if you look closely.
I would imagine that the commander would try and place all the vital stuff in the nooks either side of the new platform to give them cover from the doorway. Somehow I don't think this is what you had in mind, so you might want to extend it the full lenth of the wall.