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Arch0n1us
Join Date: 2002-07-31 Member: 1037Members
<div class="IPBDescription">A New NS: Combat Map....</div> Hello. Arch0n1us again, with another mapping project...this time, a NS:C map.
I've started work on it, been working for 2 days...here's an initial screenshot of the Marine Start area.
<img src='http://frankenslu.rh.rit.edu/Arch/mstart.jpg' border='0' alt='user posted image' />
I've started work on it, been working for 2 days...here's an initial screenshot of the Marine Start area.
<img src='http://frankenslu.rh.rit.edu/Arch/mstart.jpg' border='0' alt='user posted image' />
Comments
Also, I don't know if you did that on purpose but... check the "Starts built" flag on the armory and the CC so they start built when the game starts <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
It looks brighter in-game. Perfect, actually.
I may make the ramps longer...I'd hafta re-calculate the angle of the railing, too.
Thanks for the input though. I'll keep the auto-built thing in mind.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Q: Why are my screenshots coming out darker than they look in game?
A: There's this really cool effect in NS where brigher things become brighter, and darker things stay the same. It lends a more vivid and realistic view to the whole map. If you have Photoshop, and you want the screenshot to look right, use this method to fix the gamma settings.
Go to Image->Adjust->Levels in Photoshop. There are three values next to "input level". Change the last value according to this formula:
value = 255 - (WorldcraftGammaSetting - 1.0)*128<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
And I also think the ramps are a bit to steep <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> And you could put some pilars on the right wall it seems a bit emtpy @ the moment.
GreetzZz Kouji San
I agree with teq, although it has the ingrediants for a good marine start, it looks too generalised and plain. The surroundings seems to be dominated by the long dull walls. Try breaking them up by adding vents, pipes..or be a bit more creative and think of something that could really help characterise your map.
Try adding more Textures insetad of letting a couple over-dominate.