I Thank U For Your Advice On My Marine Spawn!

techtech Join Date: 2002-04-08 Member: 391Members
<div class="IPBDescription">Here are somes pics of it</div> I took some of your advice and changed the following.

here are some before pics
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=42795' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=4&t=42795</a>

I added a over head crane and moved the crates to the sides of the cargo bay.

if u have any more suggestions feel free to tell them to me.

Comments

  • techtech Join Date: 2002-04-08 Member: 391Members
    here is a different view
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    From what I've seen of your other threads (try and keep them in the same thread in the future) your marine spawn is looking WAY better than it did the first time you showed us. I still dont like the texturing on the walls although the archetecture is good. Keep it up.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    yea same as what he sed really, use a variety of textures to make it look good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Much better man, glad to see you took our advice to heart <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • techtech Join Date: 2002-04-08 Member: 391Members
    here is a fusion core room I made
  • techtech Join Date: 2002-04-08 Member: 391Members
  • techtech Join Date: 2002-04-08 Member: 391Members
    here is a hall I made with a rs at the end with a joining hall atached
  • SmithySmithy Join Date: 2003-01-14 Member: 12277Members
    I like the changes m8 it looks much better and alot more "open" which a marine base should really be like.

    Erm...

    1) Is there any way you can lose the gun when taking the screenshot? I really wanted to see the rest of the rooms <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    2) Is there still only one way in? as I cant see any entrances on the pic's

    3) The lights on the roof in the marine spawn... I dont really like the weird type strange look of them <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    4) The hallway you showed looks abit too open and skulls might get easily killed there


    Apart from them that I could think of it looks really good m8... I liked the fusion core bit... Maybe abit too light there though thinking about it.

    Well I hope you get your map finished m8... good luck and keep up the good work.
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    edited August 2003
    spectate should work for screens
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Or you could just change one of the info_join_team ents to an info_teleport, and target inside the regular map.
  • techtech Join Date: 2002-04-08 Member: 391Members
    Hey fellow ns players here is some info about the map.

    It hasn't been named yet

    Yes their is more then one way in and out of the marin spawn

    their are currentley 3 different rooms with a 4th under construction.

    I will be adding lots of ventilation pips for skulks to run around in.

    I haven't started on any of the hives yet but may be in the next thew days.

    I've only got about 5 hours into this map so bare with me.

    here is a room I just completed I'm going the call it MAIN VENTILATION SHAFT A

    so enjoy these 3 pics
  • techtech Join Date: 2002-04-08 Member: 391Members
    sorry about the darkness I'm to lasey to install photo shop
  • techtech Join Date: 2002-04-08 Member: 391Members
  • techtech Join Date: 2002-04-08 Member: 391Members
  • techtech Join Date: 2002-04-08 Member: 391Members
  • SmithySmithy Join Date: 2003-01-14 Member: 12277Members
    The idea for this resource nod is really cool... but it looks abit big m8... Is there any way you can make the coridoor's, and generally the rez platform its self smaller?

    Skulk's will just get owned out there in the open and I for one wouldnt be a fan of that <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • techtech Join Date: 2002-04-08 Member: 391Members
    the reason I made the platform the the size it is is to make it a little easier for the marines to protect it but it is in the middle of wide open area means it wouldn't be to hard for the aliens to take it out, so either way it's a trade off.

    thanks for your input
  • techtech Join Date: 2002-04-08 Member: 391Members
    If u guys have any ideas for this rs room let me know
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Looking very nice! This is the first good-looking map I've seen in the mapping forums in a long time!

    That marine spawn would be nigh on impossible for a skulk to take down if the commander placed the turrets up on those boxes. Maybe some NOBUILD application would be in order?

    A blue point light entity in front of that blue monitor in the fourth pic wouldn't go astray.

    You could try to create a little more contrast in that Aqua corridor. No idea how though, maybe ask some of the more experienced mappers on the boards?

    You might want to try putting a railing around the edge of that drop in the last few pics. That would be dangerous. Also try to add some detail to the walls. Maybe some pipes set into the wall with some dramatically placed light_spots?

    Looking good so far, keep it up!

    --Scythe--
  • grafgraverkegrafgraverke Join Date: 2003-08-09 Member: 19246Members
    could you maybe post a pic of the map layout ?

    that would give some clue as to how it would play like

    (Hallways may be open a bit too much, but with a tunnel/vent system reaching a few good places...)

    looking nice anyway, thought up a name yet ?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    At the places were the ceeling rails intersect, that round elevator-like texture, scaled by 1.75, gives a good cross-intersection texture when you only see the middle blue round part.
    Or just do X-ish-15° intersections.
    looks great so far.
  • techtech Join Date: 2002-04-08 Member: 391Members
    Thanks for all of your comments I'll keep them in minde for when I go through and make changes
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    the last pic with the res node

    add railings like, in the offical 2.0 map - can't think of name

    also, 2 many lights - yuck

    try making the rad setings higher in your lights.rad file

    amckern
  • PanzerOxPanzerOx Join Date: 2003-04-22 Member: 15754Members
    <!--QuoteBegin--amckern+Aug 27 2003, 11:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Aug 27 2003, 11:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the last pic with the res node

    add railings like, in the offical 2.0 map - can't think of name <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    NS_lost is the map I think your looking for.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    <!--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-->NS_lost is the map I think your looking for.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yep thats the one - played it on mayberry, from home in australia

    amckern
  • techtech Join Date: 2002-04-08 Member: 391Members
    the reason it's dark is because I didn't edit the images to make them brighter like the gamma does in the game, so just keep that in mind.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    r_speeds seems like they could be a little high in the res room(pic 3) have you checked that they are under control?

    Railing could be nice, if you don't want rail to block bullets use a clip brush to provide collision with players and make the railings func_illusionary. I think broken rails, broken lights and broken supports etc used in moderation adds some atmosphere.

    Is this room going to end up near marine spawn?, you may want to have some more cover for skulks like a nice big crate if it isn't.
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    tech: In that Main vent. shaft a, you should add lots of incomes/outcomes from vents in the roof, would be a little easier for skulks as the area is so big. Keep up the good work!
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