Ns_sewer (tentative Title) Preview

SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
<div class="IPBDescription">My first time mapping, MS Start</div> Alright, this is my first time mapping, so bear with me. This MS is pretty far from complete, mainly because I'm a perfectionist. But I'm aiming for a whole underground sewer below the normal level. Much like how we have vents, but instead, I'm going underground.

This is the Marine Start so far, just one picture. Behind the glass is a niche which goes back for a Comm Chair, the glass is breakable of course, and behind it is a railing. In the bottom right is the first entrance to the sewers for the marines, I decided it was important to give them immediate, but very limited access to the sewers.

Comments

  • kowkow Join Date: 2003-06-19 Member: 17524Members, Constellation
    that looks really good for a beginner, you've got potential. keep mapping <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • KuronekoKuroneko Join Date: 2002-11-05 Member: 7184Members, Constellation
    A guy on another forum I use says this alot:


    COMPILE BEFORE PIMPING!!!


    but anywho, that red floor could use a nice trim so it blends a bit better, other than that: not bad
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    I'd up the scale on that red floor texture mate, looks a bit too repetitive.
    For a beginner it's looking grand, but as you know lighting makes and breaks NS maps in equal measure. Compile that behemoth, I'm sure you won't disappoint <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Thanks for the feedback. I'm adding some trim right now, Thanks. And I'll up the scale on the texture.

    Great feedback, this really helps me alot.

    And lighting, is <i>extremely</i> important. I'll make sure do my best job.
  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    Yeah - compile it you lazy punk <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    I like the looks of it - and I'll bet it'll look even better compiled <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Yah, it looks alot better, the grate has a small area of pipes underneath when compiled, it also reveals the pipes which are continued , the ones you see coming from the ceiling and down.

    I put the trim in, but it seems a little too light, I'm going to find a better texture so that there's better contrast between the floor and the wall.
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    If this is your first time ever mapping, nice job.

    My main problem is with the texturing. You seem to have a sort of "one texture for the floor, one for the wall, and one for the ceiling" thing going on, which isn't so good. Try breaking things up, the walls especially, with different textures, bumps, supports, and changes in verticality. I'd throw in a trim on the floor where it starts to slant down, since it makes the red grate texture look flat to just suddenly start sloping down.

    Also, the texture on TOP of the guard railings around the water should be rotated 90 degrees. It doesn't look so good tiling when it runs perpendicular to the railing.

    I await compiled shots! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Yah, I just started texturing that room. And I'm still trying to hammer out (No pun intended) the MS room's style.
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    For being the first time mapping, that looks <u>really</u> good! <!--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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