Ns_espace Update
The_Real_Quasar
Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
<div class="IPBDescription">Yes, I fixed the ship...</div> Hi! I've been doing quite a lot of work to my map, ns_espace, and it's coming along well! My proudest acheivment has to be the new marine transport ship. The original was called a "sardine box" by one forum member <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Well I am happy to say, I have totally remade the ship. It is now bigger internally and a lot better looking both inside and out. In-editor pics of the ship will follow, with in-games on my next compile.
Please, leave comments and criticism!
BTW: The top two are of the marine start ship, the bottom two of the ready room ship. The blue under the RR ship is a force field that is holding the ship ready for launch, and the differences in position of the engines are to show docked mode and in flight mode, with docked being retracted engines and landing struts lowered, and in flight being force field activated (to avoid/soften collisions) and engines extended for flight. See, i like the ship so much i already have a design spec! HELP ME!!
*ahem*
Well I am happy to say, I have totally remade the ship. It is now bigger internally and a lot better looking both inside and out. In-editor pics of the ship will follow, with in-games on my next compile.
Please, leave comments and criticism!
BTW: The top two are of the marine start ship, the bottom two of the ready room ship. The blue under the RR ship is a force field that is holding the ship ready for launch, and the differences in position of the engines are to show docked mode and in flight mode, with docked being retracted engines and landing struts lowered, and in flight being force field activated (to avoid/soften collisions) and engines extended for flight. See, i like the ship so much i already have a design spec! HELP ME!!
*ahem*
Comments
The only HL textures used in those screens are the landing struts.
The areas that surround the ship on the other hand seem a bit barren and not nearly as engaging as the transport ship.
I really don't know how to respond to that... but something inside says I have to give it a shot.
...
There we go. The ship looks better than it's last incarnation, it's just the problem of designing a good looking ship in halflife without killing performance, especially in an area where you can have up to 20 other people and buildings toward the end of the game.
all over its a nice improvement.
maybe you want to use that door:
shame that its not in the NS.wad (its wadincluded)
The door texture in there is certainly interesting, i'll see what i can do with it...
I will be making another compile real soon (when the RR is complete) so stay tuned for in-game shots of the ship and other map parts!
Edit: I was thinking about releasing the ship as a prefab after the map's release (though i might wait for next client side, as i hope to submit it eventually). Thoughts on that?
Edit2: Sorry, but that door texture just does not fit what i have in mind for the ship (high tech and squeaky clean), but i may have use of it in some of the "grittier" parts of the map...
Very boxy feeling.
but that imo.