Ns_senria Pics

The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
<div class="IPBDescription">yes, they actually WORK!</div> Alright peeps, if you want the background story of this map check me other post.

First screen: Out of a window. These are terraforming rocket launchers, they fire... things. that make it terraform. and stuff.

Comments

  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    This is a corridoor by that window. Lighting needs work, as it's a little too dark.
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    And lastly for now, the coolant control hive. Complete with nightmarish support structures.
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    Nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    Looks nice, solid work on the architecture.
    Needs a little work on the lighting imho.. try putting some yellow lights in the corridor on the first 2 pics.. this should add a little more contrast but not being too different from the red light from the outside.
    For the room in the third pics I'd suggest some little white and/or blue lights.. and try to make the water more transparent.. looks kinda "flat" now.

    -my2cent-

    Hyper
  • CabalCabal Join Date: 2003-01-24 Member: 12669Members, Constellation
    edited April 2003
    As a skulk player, that second pic worries me unless of course you're able to hide above that grate on the ceiling. Maybe every so often put a light on the grate or something solid there.

    I like the supports in the hive though the parts with the water stand out as if to say "look at these squares" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    And maybe some lights on the ceiling would be good ...

    The rocket launchers are neat.
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    That grate is part of an elaborate vent system i have planned. You will be able to go behind it and scare marines to death <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Picture 1 :

    Huge pedestal, tiny rocket launcher, looks odd. I suggest you change the scale.

    Exact 90 degree angle between rock walls and grity floor, looks very unnatural, especially when coupled with the dead strait top to the rocky wall.

    Half-life rock and a grit textures look out of place in NS. There's some good ones in fam's v_wad.


    Picture 2 :

    No cover for anyone, no variations , no features, boring. Add some chunky pillars and a console or two (those rockets have to be fired from somethere, right?).

    Those blue lights don't seem to be iluminating much considering their size and quantity.

    That huge expanse of glass looks un-natural, please put some supports in the window. That big entity will surely be counting towards your r_speeds in the whole the map, splitting it up will probably save your r_speeds too.

    Picture 3 :

    Those supports look a bit too spindly, I suggest you make them thicker.

    I'll like to see some piles of alien gunk in there. In the corners, agianst walls a couple will do.

    The texture your using for the water is too bright, you either need a darker texture or a really bright light shining on your pool sides.

    It would more natural with railings around the pools and along the raised walkway.
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    I always wanted to do a post dissection <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Huge pedestal, tiny rocket launcher, looks odd. I suggest you change the scale.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The launcher's are meant to be that way. The things have to almost reach orbit, there's a lot of kickback!
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Half-life rock and a grit textures look out of place in NS. There's some good ones in fam's v_wad.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    They're actually TFC ones, and i'm already using fam's wad. Nothing in there fits what i'm looking for.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->No cover for anyone, no variations , no features, boring. Add some chunky pillars and a console or two (those rockets have to be fired from somethere, right?).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I was planning on getting some pillars in there, but i could neve get them as i wanted them. I have a few ideas, and will be exploring them.
    And the rockets are fired automatically by the automated terraforming computer, or ATC.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Those blue lights don't seem to be iluminating much considering their size and quantity.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    i noticed this, i'll up the brightness.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->That huge expanse of glass looks un-natural, please put some supports in the window. That big entity will surely be counting towards your r_speeds in the whole the map, splitting it up will probably save your r_speeds too.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    good idea, consider it done.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Those supports look a bit too spindly, I suggest you make them thicker.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Making them even more confusing would mean JP and lerk hell.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'll like to see some piles of alien gunk in there. In the corners, agianst walls a couple will do.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The texture your using for the water is too bright, you either need a darker texture or a really bright light shining on your pool sides.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It would more natural with railings around the pools and along the raised walkway.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    All good ideas, i'll look into it.
    Phew, that was fun <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    I dont like it man <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> too square and sh!t.. needs many improvents from my eye
  • MessyTreatMessyTreat Join Date: 2002-12-21 Member: 11309Members
    Looks good. I'm concerned that you are designing your map to be Lerk or Jetpack friendly as opposed to designing it to be a functional space station or building.

    I'm sure that the space station designers of the future would be considering the aspects of construction that would keep a space station together in the vaccuum of space over esthetics that would make a Lerk or a Jetpackers life easier.

    Things such as support beams that wrap around a tunnel or visible bulkhead supports seem to be missing.

    These types of design points not only break up the monotany of a long hall but they also have the added benefit of forcing a Lerk or Jetpacker to use the skill of the class as opposed to just skimming across a flat ceiling at full tilt.

    Please take these points for what they are worth. I can't map to save my life but I do have some experience in building that I can translate to this environment to make it a bit more realistic.

    I hope these points help.

    Cheers.

    MST <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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