NovaCor: The Fringe is an exciting Sci-Fi adventure with a blend of FPS combat and Puzzle Solving. Collect items, solve puzzles and blast your way to the center of the mystery surrounding NovaCor.

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Report RSS New Models, Mapping Progress (view original)
New Models, Mapping Progress
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agent00kevin Author
agent00kevin - - 1,276 comments

Straight ahead is a two-level view from across a pipe-pit with some water in the bottom.

Also, the new valve models are included on the pipes. The pipes are also custom props, not HL2 props. The smaller pipes ARE Valve models, but will be replaced later by my own. (I actually have my own straight pipe sets, but have yet to make the 90 degree bend pieces to go with them)

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Mr.Walrus
Mr.Walrus - - 5,806 comments

I suggest that you make a few other versions of the large pipes with the wheels, as it will look rather repetative if they're always lined up and in the exact same position.

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agent00kevin Author
agent00kevin - - 1,276 comments

Yeah, each pipe and valve is a seperate model so I can place them in any direction I want, in any type of cluster, with or without the valve wheel. I actually need to go back and make this particular setup a one-piece model instead of 6 different pieces. I'll do that after I add more in, then make each set a model in iteslf instead of several pieces. Theres also several different skins for both, so you wont see the same silver pipes everywhere you go.

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Mr.Walrus
Mr.Walrus - - 5,806 comments

Ah sorry, I just understood "the new valve models are included on the pipes" as saying that the valves were actually part of the pipes.

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SteveZombie
SteveZombie - - 3,730 comments

This is a stunning treat for the eyes.

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Description

Heres a few screenshots of some new models and a little mapping progress. The mapping progress screens are of some of the smaller rooms and corridors; but I've made an effort to keep things from blending together. Connecting rooms that lead to branches in the path arent all boxy and squared, and Ive been making sure to add views of multiple levels, breaking up the monotony and isolation of the corridors.

There is no set path to take to get you where you need to go; I want to have a semi-linear gameplay style. You are free to choose different routes and not explore the station (and later locations) should you choose, but to get the full story and all of the items, exploring every crevice of the station is recommended.