Ns_espace Update

The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
edited February 2003 in Mapping Forum
<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*

Comments

  • RotA_PlagueRotA_Plague Join Date: 2002-11-03 Member: 6768Members
    Well personally, I don't like the look of normal HL textures(doors on ship I believe) in NS maps. Or well odivous ones. The ship looks nice but personally, I also enjoy more arrow dynamic looking ones.
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    The doors were made specially for me by a friend <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    The only HL textures used in those screens are the landing struts.
  • scioskulkscioskulk Join Date: 2002-11-30 Member: 10273Members
    The inside of the marine spawn ship looks very stylish; I like. The exterior looks good, too. I like your texture usage. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I'd suggest stretching the front window around futher however to give the pilot almost a 180-degree field of vision.

    The areas that surround the ship on the other hand seem a bit barren and not nearly as engaging as the transport ship.
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    They have to be or the r_speeds would be higher than a woman having multiple orgasms after taking 2 pints of crack.
  • IdenIden Join Date: 2002-10-16 Member: 1513Members
    <!--QuoteBegin--The Real Quasar+Feb 28 2003, 01:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Real Quasar @ Feb 28 2003, 01:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They have to be or the r_speeds would be higher than a woman having multiple orgasms after taking 2 pints of crack. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    The small front window makes it look more like a submarine than a spaceship.
    all over its a nice improvement.

    maybe you want to use that door:
    shame that its not in the NS.wad (its wadincluded)
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    edited February 2003
    I stretched the window round 180 degrees, and it looks a lot better! Thanks! I also retextured it cause it looked a little wierd.
    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...
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    I don't like it.
    Very boxy feeling.

    but that imo.
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    Maybey you could make the cockpit extrude from the rest of the ship just a littel more. that might make it look a little better
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    I was thinking of doing something like this for my marine spawn. I wanted the CC to be inside a dropship and MS to be the hanger loading area. Only the back entrance to the ship would be accesible to players and I was going to put very basic geometrey for my dropships interior. The hanger itself would be inaccesible, but the players could look into the hanger through windows. This way I could put a low poly model "shell" around my dropship so it wouldnt be limited by Hammers toolset. May still use this idea but I will have to see. Im pretty sure it will lag com mode.
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