Ns_sewer (tentative Title) Preview
Sirus
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.
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
COMPILE BEFORE PIMPING!!!
but anywho, that red floor could use a nice trim so it blends a bit better, other than that: not bad
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-->
Great feedback, this really helps me alot.
And lighting, is <i>extremely</i> important. I'll make sure do my best job.
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-->
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.
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-->