Ns_hephaestus

DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
<div class="IPBDescription">Let the pimpage begin</div> Here are some shots from my in progress map, ns_hephaestus. It's a smelting facility on a volcanic world. The first one's from the marine spawn:

Comments

  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
    Another shot of the same corridor
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2004
    nice mapping <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    only thing which strikes me odd is the 2nd shot. The pilar on the left, it looks kind of flat/blends to much in the background due to the texture being used, could be the angle the shot was taken...

    [edit] I didn't see the last shot while posting so here goes:
    I spy with my little eye a miss-aligned wall texture (left wall) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    edited March 2004
    <!--QuoteBegin-Kouji San+Mar 5 2004, 09:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Mar 5 2004, 09:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nice mapping <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    only thing which strikes me odd is the 2nd shot. The pilar on the left, it looks kind of flat/blends to much in the background due to the texture being used, could be the angle the shot was taken...

    [edit] I didn't see the last shot while posting so here goes:
    I spy with my little eye a miss-aligned wall texture (left wall) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I keep looking but don't see anything wrong with the second shot, even with funny angles <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Oh and the green computer textures around the CC are an incredible eyesore that don't fit the map at ALL!
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    It looks nice, maybe try and spice up the architecture in some of the hallways/rooms

    The room in the first shot also looks a bit bare, like a room of hell for aliens!

    Also, the hive rooms need infestation, and i mean need!
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Simple yet effective. Neat style. Kouji pointed out a nice point, try and rectify that.
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    Too long corridors, you should add some twists'n'turns and maybe breaking up the floor and ceiling a bit. ^__^

    just some friendly suggestions.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    that marine start isn't too open imho. but what isn't right is that the rt and cc are in the middle of it. it shouldn't be so. i suggest you rearrange them so that they are nearer to either exit, like in ns_metal.

    and that hive is screaming for infestation <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    That hive needs a bit of infestation and atmosphere <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    I'd add a bit more stuff to the corridors, they look a bit empty and not very good for skulks, yet. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> what about adding some worldmodels? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • StarchyStarchy Join Date: 2003-04-21 Member: 15727Members, Constellation
    edited March 2004
    /me thinks the first few have too many colours, a bit like SubSpace in Veil. But the rest is good.
  • Tak3rTak3r Join Date: 2004-02-16 Member: 26625Members, Constellation
    Good stuff Darkhoud... keep up teh good work...

    BTW, when i first saw the map name i thought it said ns_hepatitis.... lol stupid me. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    <!--QuoteBegin-Tak3r+Mar 6 2004, 02:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tak3r @ Mar 6 2004, 02:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->

    BTW, when i first saw the map name i thought it said ns_hepatitis.... lol stupid me. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Now that would add a new dimension of fear.

    <b>Watch out! that skulk has a needle Upgrade!</b>




    ......
  • dPPdPP Join Date: 2003-09-27 Member: 21272Members, Constellation
    Finally a map with some lights lol, nice <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    The name alone gets Doomy's approval. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    Very cool map. Keep it up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
    Time for more pics! Should be 4 in this batch.

    Cargo Hive:
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
    The Cargo Hive from the bottom... The lights kind of stand out, but there's no overlay for them in the texture set :/ A problem for later, I guess.
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
    A corridor right outside the Cargo Hive... The terrain outside the window is roughly done right now... it'll look real when it's finished, honest!
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
    2 for one shot here: The map layout on top of the newly infested Smelter Hive. People told me to infest it, and it just never dawned on me that it wasn't infested yet. Sometimes I see my map the way it is in my mind rather than what it actually looks like...

    Notably absent in the layout is the top hive and the vent system.
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
    <!--QuoteBegin-Darkhound+Mar 5 2004, 06:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Darkhound @ Mar 5 2004, 06:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Some res nozzles: <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Those pillars look out of sync with the over all area, add some more to them to define them and also mesh them into the design.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Looking good, only that walkway with the red light comming out of the window reminds me of co_dawn.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    On the second to last shot in the above "showcase" of pictures, you should add more orange light. Would probably look neat, and enough is not being given off.
Sign In or Register to comment.