NS Classic: Medium/Large Plan
Type: Dark/Close Quarters
More Information Soon as the map gets nearer to completion.
Maps being recycled to be part of ns_valerie if it can be, I'm thinking I can get one of the area's in to the map atleast.
Discussion
Posted by Hornpipe2 on
Mon Oct 25th 2004 at 3:59pm
I'm not liking it much, honestly. Shot 2 really turns me off - the ceiling is the onl interesting part here. Walls are just totally bland. Put some better trim between them and the floor, or run pipes under the floor or something. Put a frame around that doorway. Air vents. Wall hanging crap. Whatever. The other door in the distance could be recessed too, if that might help. It looks sort of painted on right now.
thursday- said: Remind me never to argue criticism on the Snarkpit forums ever again, I always lose.
Although there is alot of transperencies in floor and on ceilings etc. to create the illusion of a bigger room.
i will remind you to read closer as well. :biggrin: ..
cassius didn't say illusion of a bigger "room", he said illusion of more "space" as in, looking out a window to an unreachable area.. alcoves with lights,accentual lighting can make areas seem larger.... illusion of space, doesn't mean bigger rooms.
Posted by thursday- on
Sat Oct 23rd 2004 at 6:48pm
[Author]
thursday- said: Cassius: Small design to create a sense of
claustraphobia. Its designed to weaken the Onos and strengthen the
Skulk, although with it the long simple corridors also allow the
marines to pick off any 'unskillful' sklulks.
I meant create the illusion of space, not necessarily more physical space.
Remind me never to argue criticism on the Snarkpit forums ever again, I always lose.
Although there is alot of transperencies in floor and on ceilings etc. to create the illusion of a bigger room.
thursday- said: Cassius: Small design to create a sense of claustraphobia. Its designed to weaken the Onos and strengthen the Skulk, although with it the long simple corridors also allow the marines to pick off any 'unskillful' sklulks.
I meant create the illusion of space, not necessarily more physical space.
Posted by scary_jeff on
Sat Oct 23rd 2004 at 11:21am
No I'm not saying you are totally wrong... there are always proper rooms for the hives and the marine start, and usually a couple of other small rooms (usually a room of some kind if their is a place with 2 resource nodes).
all i meant was, its better not to post a map, or screens till you have more than halls to show..
think on it this way.. unofficially, a person has like a time limit on how long it takes for the snarkpit to get tired of looking at a map, unless that map is forking incredable..
if you post to soon, people will just go "bleh" and move on..
if you want the best sort of feedback, give them the best sort of images to comment on..
thats just my opinion of course.. for what its worth.
Posted by thursday- on
Sat Oct 23rd 2004 at 9:44am
[Author]
Replies in order of name:
Spartan34: Working about 3 hours a week for 3 weeks.
Orpheus: As the map is planned to be rather large this is kind of the
"middle" section which provides routes out of the inner map to the rest
of the map and make it easier to get to a desired location.
Tracer: I suppose I could spice the flooring up, although there will be
a vent or two at the top of that large room and the area is designed to
focus on the pipes and "machine" like thing rather than the rest of the
room. I'll try and sort something out though.
Cassius: Small design to create a sense of claustraphobia. Its designed
to weaken the Onos and strengthen the Skulk, although with it the long
simple corridors also allow the marines to pick off any 'unskillful'
sklulks.
The lighting and texturing are good, but the 'dimensions' are not; the rooms seem very small, very apart from the grand scale most NS maps project. Raise the roofs (please, no-one take this comment literally), lower the floors, create a sense that the player is part of something much more large and grand than his immediate location.