Ns_spaceport

ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
edited February 2003 in Mapping Forum
<div class="IPBDescription">Cause there aint only marines in space</div> 56Kers beware, PICTURES! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

So i finally decided for a name and the theme for my map. It will be a small Spaceport, used mainly for small charterflights. I hope i can pull it off and put many things in there that you would expect on a spaceport. alas my mapping skills hinder me some <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> there wont be a plattform, i tried but it was never good enough, so you wont get a look at the "airstrip". So know that i have ranted here some pictures:

First we got the marinestart. Not brightened or anything thats how it looks.

Comments

  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    edited February 2003
    and another one. The marinestart is basicly the "Terminal" where the flights arrive/leave. Note that the "text" textures are not final, just placeholders for now till i may get around and learn how to do good textures (hah) Oh end the benches in the above pic are also not final. since i dont have textures that fit i use what is there wich is the one from HL <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    So now lets leave the marinestart through the door at the top and enter the main hallway. No details added yet ill focus on other areas at the moment. Not brightened up
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    edited February 2003
    So from there we come to the doubleresroom! i am not shure what the name is in english for this area... id say "gate" there are counters to checkin/checkout and some shops. you can see one res nozzle in this shot the other one is basicly below from where i took the picture. so no classical doubleres but rather a long room with 2 resnodes <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> this shot is brightened since the final light aint done. in the final version i want to have weldable/bitable lights in there.
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    sooo now lets take the other door in the marinestart, the lower one. we enter the maintainance corridor (you propably know this one already) not brightened.
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    this maintainance hallway leads us to: the "baggage" hive. can anyone help me out here? what is a room called in wich the baggage is sorted? i have no idea! brightened so you can see something. its pretty dark just bright enough in game to see a marine <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    well and another one of the hive. not much destruction cause i suck at vertex editing. lets see if i get better then ill revisit the hives.
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    and finally the second hive: the tower! Note again screentextures are temporary. brightened up.
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    and the last shot again from the tower hive.
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    well let me know what you think. more isnt finished yet so no complete layout but i hope i can get some serious mappage done this week. Any feedback and comments are highly appreciated! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Some shots are outstanding (like the star trek hallway, and from what i can see also the double res room) others are just decent (like the baggage, marine spawn, and tower hive), nothing special, but still look pretty good.

    Req
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Nm about the tower hive, I'd place it closer to "outstanding" than "decent".
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i do liek all the shots except the 2 first ones. JUst too bland and...white. try some darkish textures or less light and spolights or just....another light colours (red, etc..). the other shots look really nice.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    I'm really liking this map so far. I've liked everything I've seen. I think red lights are great inside hives. Any chance you can get them to flash like in AtomicMass, I love how when your fighting your enemy appears then dissappears and so on.
  • Psycho-Kinetic_Hyper-GeekPsycho-Kinetic_Hyper-Geek Join Date: 2002-11-18 Member: 9243Banned, Constellation
    Ahh good, it looks like you wont be needing those terminal chair models. I should be finished with the robot clerk in a couple of days.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    Yep - I'd say it's looking good so far. I agree that the marine base is perhaps a little bland at the moment, but I'm sure you can find easy ways to spice it up a bit.

    re: the "flight cancelled" textures - how abuot having them as flickering holographic signs? It's an easy enough thing to learn to do, and generally looks awesome.
  • bicballbicball Join Date: 2002-11-23 Member: 9751Members
    Looks good, but its almost pure metal, it looks kind of bland and gray. You might want to get some different textures. Is there a pic of the layout? I like the idea, you might want to make some like, ports where te people go to board the ships.
  • j0ej0e Join Date: 2002-11-01 Member: 2840Banned
    no offense but seeing a big kahuna logo would make me want to play a different map
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Wow, scrolling down the post, I'll say that you really did a good job of making your map constrasty between the MS and hive areas. Excellent job!!!
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I like the marine start, very slick. The hologram palm tree is a no no.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    I agree on the palm tree.... other than that, It looks great.
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    The hologram palm tree . . . kill it! It makes your map look out of place, i love the hive by the way. Nice Idea. Nice idea with the height of marine spawn too
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    edited February 2003
    @ psychokinetic-hyper-geek : That would be awesome! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> hmm what do you mean with terminal chairs? i need everything i can lay my hands on, if you have something send it over <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    ok thanks for you comments i will tackle some of the more "dominant" points. and not adress everyone personally, please forgive me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Marine start: well i tried alot of different things and textures but i always end up back there like it is now. This is the only room in the whole map wich will be bright lit all the time. as soon as they step out the door it gets darker. so to simualte a "safe" feeling i went with the "clinically clean" look. i tried alot of things to spice it up (Windows, forcefieldwalls whathaveyou, nothing worked nicely) alas i will propably end up having some big logo/commercial holograms on the walls. The screens will propably stay i will only rework the textures when i get around to do it. i have no clue about texture editing so that can take a while <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> i already have alot of holograms in the map and i dont want to have the marinestart too "flickery" if you know what i mean.

    Grey textures: again thats on purpose. I am tired of the dark/rusty look many maps have. i just can?t believe the TSA and humans in general take so bad care of their propably expensive spacecrafts. i am already above 4 mb in textures so i am rather careful. I am looking for other textures still, but i havent found any that work well together with the clean "star trek" ones. since i am not a textrue artsist i am mainly stuck with what i have.

    PalmTree: too bad you don?t like it i liked the idea of having something "unexpected" in there. after all it should be an environment for people to stay a while. if anyone has a better idea what would fit in front of a kahuna burger let me know <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Kahuna Burger: wont change that because i personally like Tarantino movies, if you don?t bad luck hehe <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    thanks for your suggestions, keep em coming. If you think the marine spawn is to bland: what would you do?
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    Perhaps adding some shiny gold pipes might give it a little color. Maybe some computer terminals. Try some floor height differences (walkways). Then you can put some running lights on the trim, blue in color perhaps?
  • JammerJammer Join Date: 2002-06-03 Member: 728Members, Constellation
    Sorry, its showing up kinda dark on my machine. I really like the idea though. Nice to see maps pushing the world outside of the traditional TSA vs Aliens on a Spaceship idea.
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin--Revenant+Feb 3 2003, 08:25 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenant @ Feb 3 2003, 08:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The hologram palm tree . . . kill it! It makes your map look out of place, i love the hive by the way. Nice Idea. Nice idea with the height of marine spawn too <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    yup I agree. It just looks displaced... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    but the other shots are great, keep up your good work. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • biofrogbiofrog Join Date: 2002-04-26 Member: 522Members
    I LOVE that dark blue hallway, it looks so different from other maps. Good work.
Sign In or Register to comment.