Ns_altair

KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
edited July 2003 in Mapping Forum
<div class="IPBDescription">A serious map</div> Wanted to post a few progress shots of NS_Altair. I should be uploading a new beta soon. I will start with an overview.

Edit: Smart guy uploaded an old overview. My mistake. This should be the right one.

Comments

  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited July 2003
    Here is a shot of the crew quarters. I need to move one entrence around a bit to reduce r_speeds so that I can add more detail. The door that is half open is one of the quarters which you can go into. It could be used as a relocated marine base (or a marine coffin)
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Heres a shot of the messhall. With more work hopefully it will look as good as the mess hall in mineshaft <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited July 2003
    Here is a newer shot of the powercore that I am working on. I 'turned off' some of the arcs and am working on adding some different light colors to contrast with the yellow light. I just noticed that the pipe textures arn't aligned quite right. I will have to remember to fix that.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Finially a corridor that more or less runs through the middle of the map. The thing that's different about it though is that it's in three sections with doors (solid ones that don't move) that block one from just running down the middle. Skulks, Jerks, and JPers will be able to use vents that bypass the doors.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    I think that's all I have for right now except for one question. Does anyone know where I can get those gold icons of the hives, CC, and res nodes to use in my overview? I also want to make sure that wrongwaygoback gets credit for his textures which I am using in my map.
  • BigMadSteveBigMadSteve Join Date: 2003-02-12 Member: 13472Members
    From a non-mapper's perspective it looks really nice ('cept those pipes obviously). One question though, what gave you the idea for the name?
  • CrashCrash Join Date: 2002-11-01 Member: 3395Members, Constellation
    While the map does look pretty sweet, it needs more grime to add to the atmosphere. ATM it looks very, very clean. The textures are also quite flat and sort of cartoony.

    Apart from that, looking quite good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Yeah, I need to work on making it more 'grimy'. Mabey when I get farther along, I can get people to point out to specific areas that need more grime. I also need to work on the 'flatness'. I hope to take care of more of that once I finish the layout and major archetechture and know what I have left to work with in terms of r_speeds.

    The name? I searched the net for a list of starts and Altair sounded cool.
  • GordonGordon Join Date: 2003-01-01 Member: 11707Members
    It's really nice. From the overview I can see that the team balance is pretty good. The first screen is nice, but a little empty I might say, the second one is great, nothing is missing there, the third is perfect except for the misplaced textures of those pipes, and in the last one I can't see anything with my dark monitor <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->. Anyways, great map, and the name I think it should be to the likeness of the author.

    -GF
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    You guys are to young to remember, but Altair was the Krulls home planet in the movie called FORBIDEN PLANET which introduced Robby the Robot. Rooby the Robot was the prototype for the Robot on Lost in Space. So.........a very kool name!
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    This looks fine but I suggest you explore some more exciting lighting methods. More spot lights I think.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Definitely a new style. System Shock 2-ish.

    Altair is from the Tommyknockers...
  • F4F_EnderF4F_Ender Join Date: 2003-05-01 Member: 15976Members
    This map look very good, but in my opinion you do need to work on the texture (too HL style) and on the lights, not enough contrast and dark areas.

    Continue that look good.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    heh it looks very.. clean gj <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Damnnnn

    This looks great, I think I will be adding this to my server as soon as I get back along with the New Colony <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    First you could do with a key on that overview :1, prehaps with a sketch of how the rest of the map is going to be.

    Right now from what I can see the map appears very cramped and box like, also the shots you've shown have a distinct lack of vertical space. Even if it's just some indents in the ceiling of the mess hall or in the corridors it'll add a much more three-dimensional feel to your map.

    Also the last shot you posted is pretty dark and could do with a couple of spot lights here and there.

    Other than that I like it, more shots anytime soon?
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Thanks for all the comments. It's been a while since I have posted screenshots. I need to do a full compile on my current build and I may release it as beta3. Yeah, I realize that that shot came out dark and now that you mentioned it, I have an idea on how to add some spot lights to make it more dramatic. I will try to release some more screenshots in the next week or so. Keep up on the observations and such. Everything that yall find and I fix will help make NS_Altair a better map.
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    Too clean, too boxy. Can you add some details to the corners? Some slants? Protrusions? Nook holes? Indentations? Extrusions? After that, then add some broken stuff too...
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    Looks nice, very unique, allthough I half expected to see a Black Mesa Scietist walking around, it looks like HL, and not quite enough like NS. Im not sure how to fix that but just a little more NSey texturage should do it. Lighting could use a little work to.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Could someone please explain this "Looks too much like HL and not enough like NS" thing? I don't quite understand. In terms of detail, consider many of these areas to be more of the basic architecture/flow for the map since I haven't gone back yet to add all the detail work. And the 'clean' part. Many of the shots I have shown off are closer to the marine spawn anyways. You wouldn't expect the marine spawn to be all rundown. The grimy and rundown parts are around the hives.
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