Ns_elysium
Killtoy
Join Date: 2002-03-28 Member: 358Members
<div class="IPBDescription">Current map project</div>Here is the first shot of my NS map, "Elysium"
This is the Marine spawn, inside the confines of their dropship.
This is the Marine spawn, inside the confines of their dropship.
Comments
Essentially, what you're seeing to the right is the back of the dropship - with the red lights illuminating the doors to the engine room. To the left of this shot will be the exit from the crew compartment, and it is marked with green light. (The green light that comes on when it is time to "Go! Go! Go!")
While the area is dark, I wanted this. The darkness will make the use of colored lighting more effective for quickly orienting players to the exit. (Methinks, in any case!<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> Also, it'll will make the transition from the dropship to the space station more distinct, as the space station Elysium will be brightly lit on the Marine's side. Lastly, I wanted the dropship to have a spec ops feel to it.
I'd also like to point out that the first resource node will be outside the dropship. I don't expect the Marines to try to make base inside their dropship.
I would definately brighten this area of the map up. I understand your reasoning, but still...
My marine start has tons of very dark shadows in it, but you can still easily make out the shape and layout of the room... as well as the fact that there is plenty of really bright spots to go along with the dark. Just the way I'm doing things...
From the shots it does look like it would be a bit hard to make your way around the place... Maybe it's just the shots.
Keep in mind that something all around dark like this could probably work out swell nearer an alien area... But from my understanding, it isn't recommended for a marine start.
If you want to keep the dark "feel" of the place, try adding some texture lights running down the walls, as I attempted to explain in <a href="http://www.natural-selection.org/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=4;t=1222;st=0" target="_blank">this post.</a>
They will keep some nice dark spots for you, while illuminating the geometry just enough to properly see things. In other words, you can still keep that dark moody feel without making it too dark to play in. You may also want to experiment with spot lights.
Overall, I truly am anxious to see how this turns out for you.. Keep it up, great work! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
no seriously.
Diagnosis: Far far far too dark.
Solution: Provide enough light so that all major playing surfaces (walls, ceiling, floor) can be seen, only allow pitch black darkness to creep into corners.
So, I'm not mapping with high gamma settings and things should look better. I've adjusted the lighting and while it is not as dramatic as it was before, everyone should be able to see the walls now. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Sreenies forthcoming, I'm just finishing off a little more geometry first.
no really tone it down a bit, add soem more contrats, try to make it look like ken's map, check <a href="http://www.readyroom.org" target="_blank">the readyroom</a>
Great job, can't wait to see more.
But, I'm having problems figuring out this room. I know you said it was a dropship, but I just don't see it. I think it's far to spread out to be of any econnomical or practical use.
I'm turning this out slowly but surely. I was really glad to see this room compile with no leaks!
The texturing in that latest room really looks a bit too random to me.
The lighting also seems really simplistic. I know you mentioned the lighting needing work, but... yeah.
So were those previous shots from <i>inside</i> the dropship? I can kind of make sense of it now... I see seats.
<!--EDIT|ken20banks|Mar. 29 2002,00:27-->
The octagon under "Natural Selections" is the airlock that will be opened (either fixed or opened by game start) to the space station. (Via an extendable corridor.) There is still more details to add: switches for the doors, etc. These should finish the room off nice. There are a few other changes I'd like to make in the future, but for now this is good.
Oh, and I'm thinking of it more as a shuttle than a dropship now. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Enjoy!