Ns_Aleser

UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
edited April 2010 in Mapping
<div class="IPBDescription">The journey continues</div><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Captains log, port number 540-HA, Clearance 10.
This... this message is going to be our last. This is Captain Aleser of the S.S. Ain, from the Nebula Pegasus. Over the last 72 hours, we have encountered something rather... strange. The Scientists from the Medical Research Lab, have found over the last decade, Medical enhancements for the Human Species, Strong immunization pills, and most recently, have over come the basic needs to sustain life on Planet Vargus. Our mission was to inhabit the planet, in order to re-populate the Human Species. In our success, we were able to hold a base onto the planet by using our transportation unit E.V.A.,(Enhanced Vehicle Aid.), which transported good from, and to the planet. However, in the last 72 hours, we have come across something evil, and very disturbing. What we didn't know was that we had placed our colony right on top of an existing colony filled with creatures that, only our minds were able to fathom.

These... creatures, were able to board the ship through E.V.A., take over the Engine room, which I suspect was to help them sustain life aboard the ship. The Security personal were able to fight them off for a few hours, but we stood no chance against their social tactics. From the studies of our Scientists, we were able to understand that they, the creatures, are very social, very aggressive, and very intelligent. One of their creatures was most astounding. Its' most interesting feature the scientists have been able to note, was the feature of "Mass production of bio-engineered weapons. We believe this may have something to do with nanite like creatures we have found in the autopsy reports. These nanites were able to mass produce a gooey like substance that over took the hosts body, as well as sectors of the ship. This fat creature was able to recreate our Teleporter from it's own body waste.

(Over head speaker comes on) Captain, emergency power is at 9%, oxygen levels 4%, propulsion syst...(Speaker cuts off) A large explosion can be heard in the background.

Captain - How did they get through!? GUARDS! KI....

End transmission.<!--QuoteEnd--></div><!--QuoteEEnd-->

For my 100th post, I would personally like to thank the UWE team, for creating one of the most hyped games of the year. It is with my great pleasure, to announce Ns_Aleser.

<img src="http://img402.imageshack.us/img402/6964/nsaleser6.jpg" border="0" class="linked-image" />

<img src="http://img708.imageshack.us/img708/4731/marinespawn.jpg" border="0" class="linked-image" />
<img src="http://img528.imageshack.us/img528/3086/wipmsiota1.jpg" border="0" class="linked-image" />
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Comments

  • GingerGiantGingerGiant Join Date: 2010-04-03 Member: 71157Members
    Are you sure it's "nanites"? I've heard "bacteria". Otherwise, fun screenshots. Do the Kharaa have biological weapons?

    The level looks pretty good, though. I think you could pick a better texture for the part of the ceiling closer to the screen in the second screenshot.

    The first screenshot looks great. It gives me a good space-ship vibe, and the lighting conveys a sense of distress.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Thanks Ginger. The 2nd screenshot is being re-done. I accidentally deleted the file, so I have to remake it.
  • GingerGiantGingerGiant Join Date: 2010-04-03 Member: 71157Members
    Man, what a bummer! I can only imagine how much work goes into every single room.

    I can't wait to play this map. I can't wait to play this game. =D
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited April 2010
    1st screenshot. I thought I stepped in to a discotheque.

    2nd screenshot. The door dimensions look incorrect.

    The brushwork is solid but your lighting is overly extravagant.
  • GingerGiantGingerGiant Join Date: 2010-04-03 Member: 71157Members
    Thaldarin makes a good point. I think in the first screen, it would serve you well to pull back some of the white lighting, and let the reds (and yellows?) play a more dominant role in the scene.
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    It already looks like the top of a damn hot dog, why make it more so? No offense but I couldn't play on a red+yellow map for any amount of time.
  • GingerGiantGingerGiant Join Date: 2010-04-03 Member: 71157Members
    I think the reds and yellows would look fine if the hallway wasn't so bright over-all. There definitely is red lighting, but I can't figure out if I see yellowing lighting as well, or if there are just a lot of textures. Consider making the silver and gray textures in that scene darker, rustier, or browner. Like the inside of a Klingon ship. If that particular corridor is a maintenance hallway, then I think it could benefit from a grimier appearance.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    You guys and your hotdog!
  • AbraAbra Would you kindly Join Date: 2003-08-17 Member: 19870Members
    2nd screenshot. The small yellow lights on the left wall serve no purpose, as they are not strong enough to light the floor or adjacent wall.
    You could argue that they mark the wall so that one would not bump into it in the darkness, but would you be fumbling around in the dark on your workplace anyway?

    I feel giving constructive critism can sound harsh, so I want to make clear that I really like your design, and that only few things seem odd to me. :)
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Yeah they serve no purpose what so ever, just there for detail :D
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    edited April 2010
    No no they are "emergency lights" in case main power fails so you can still navigate your way around the ship!

    Also that yellow light on the far wall in pic #2, what the hell? Not really a fan of obvious spot lights in general, but a yellow one is like saying "omg look at me I cast an unrealistically solid circle of light!... in yelloW!"

    *cough* other than that looks good, I agree with others though, should move your reds and yellow a bit more towards white to make it more subtle and less disco / hotdog.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Something has just occured to me, I can't believe I didn't notice before. Literally, the majority of that corridor on the ceiling in the 2nd shot is a huge light yet the room lacks so much light?
  • StandardStandard Join Date: 2003-12-06 Member: 24048Members, Constellation
    <!--quoteo(post=1763106:date=Apr 7 2010, 04:19 PM:name=Abra)--><div class='quotetop'>QUOTE (Abra @ Apr 7 2010, 04:19 PM) <a href="index.php?act=findpost&pid=1763106"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->2nd screenshot. The small yellow lights on the left wall serve no purpose, as they are not strong enough to light the floor or adjacent wall.
    You could argue that they mark the wall so that one would not bump into it in the darkness, but would you be fumbling around in the dark on your workplace anyway?

    I feel giving constructive critism can sound harsh, so I want to make clear that I really like your design, and that only few things seem odd to me. :)<!--QuoteEnd--></div><!--QuoteEEnd-->


    I would remove the little yellow lights from the wall and replace them with wall models provided by the devs. I would then light those wall models to give extra detail to the wall.

    Try to think about the detail as you are making the map and take advantage of what models you have.

    Even when you think you have completed a room and it is acceptable, you should never stop running over ideas to improve that room. I can redo rooms i make upwards of 10 times as i'm trying to get things right.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited April 2010
    No more hotdogs! Crisp white lights, and some newer props added. I have some plans for the floors, but I won't spoil the fun :]

    <img src="http://img96.imageshack.us/img96/9481/nsaleser3.jpg" border="0" class="linked-image" />
  • AbraAbra Would you kindly Join Date: 2003-08-17 Member: 19870Members
    <!--quoteo(post=1763267:date=Apr 8 2010, 03:10 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Apr 8 2010, 03:10 PM) <a href="index.php?act=findpost&pid=1763267"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No more hotdogs! Crisp white lights, and some newer props added. I have some plans for the floors, but I won't spoil the fun :]

    <img src="http://img96.imageshack.us/img96/9481/nsaleser3.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    That's too much!! :|
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    I'm more bothered by the yellow than the red personally. Tone down the yellow or make it more dirty looking?
  • AbraAbra Would you kindly Join Date: 2003-08-17 Member: 19870Members
    No leave the yellow textures! I really like those!
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited April 2010
    Better?

    <img src="http://img89.imageshack.us/img89/6269/nsaleser5.jpg" border="0" class="linked-image" />
  • GingerGiantGingerGiant Join Date: 2010-04-03 Member: 71157Members
    edited April 2010
    I miss the red lighting. The ship was last on emergency alert mode, right? Make a copy of that hall and trade the white lighting for red, and throw some orange/brown lighting in near the floor. More than just trade the white for red, maybe try and make the white light fixtures look like they've been disabled or something. I really liked the feeling of distress I got from the hallway.

    But I'm here to say that hallway still looks amazing! Great job, UncleRay. When I have time to work on NS2_Furnace, I'll show you some pictures.
  • AbraAbra Would you kindly Join Date: 2003-08-17 Member: 19870Members
    Idea: One concept for TSA controlled hallway, another for alien DI hit one. Then wait for more gameplay/engine details and work both designs in accordingly.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Abra, totally agree with you. This is honestly just a "practice" for me anyway. If I had all of the props/textures, this would look much better.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Remove the yellow on the archs and make them blend in to the wall more. Illuminate the ceiling less so and you'll be there.
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    It looks much much better with the white lighting!
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Quick Update. Changed some textures, reduced the yellow, made it little brighter, and added a door.

    <img src="http://img402.imageshack.us/img402/6964/nsaleser6.jpg" border="0" class="linked-image" />
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    I'm really digging it Ray, but I think you should make the hallway a bit more mood lit. But thats personal preference, i hate bright areas, especially confined bright areas. Btw, yeah, thal's right, cut the inner angle down a bit so the harshness of the spotlight in the one pic is softened. Other than that, i like the geometry and can't wait to see more!
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    The white is definitely an improvement, but possibly a bit too bright and too white, a little lower intensity and a subtle tint would probably be smexy.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited April 2010
    New screenshot on first page
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    It looks as though you are using this technique to light and it's coming out over bright,
    <img src="http://img200.imageshack.us/img200/2967/lookslike.jpg" border="0" class="linked-image" />

    Might be worth trying the effect similar to this,
    <img src="http://img717.imageshack.us/img717/1057/trythis.jpg" border="0" class="linked-image" />

    Sorry for such low quality sample shots ;)
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Thanks Thaldarin! Definitely will take that into consideration.

    Just a Major hallway that I'm constructing that comes out of the marine spawn... I'm not too sure if I should get rid of that door and make it an open area, or keep it as it is?

    <img src="http://img709.imageshack.us/img709/9601/marinespawn2.jpg" border="0" class="linked-image" />
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Bumping this before it goes into the darkness LOL
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