Ns_elysium

KilltoyKilltoy 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.
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Comments

  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    i liek the transparent grate in teh door way, it gives it a cool effect not many map shave it
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    looks good so far, however, a bit too dark, lighten it up and bit and add more drastic shadows, that will make it superbly-l337. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    If this is the marine spawn, it should certainly be much more brightly lit.  Also, I'm finding it difficult to determine any kind of landmark that would distinguish the "dropship" part of this shot.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Once I get the bulkheads on the other end of the room done I'll give ya some more shots. I'm also ramping my gamma outside of HL, so I'll have to tweak the NS gamma settings to bring out the lighting I'm doing.

    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&#33<!--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.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    From what I can make out in the shots, it looks really really detailed and really really nice. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    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-->
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    i think a wall is sort of to "straight" for a ship but you said you would be adding bulkheads so i guess that is solved. make sure they arent flat, but sort of like in the opening part of star wars and everywhere else where stuff sticks out.
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    i have to say i love the name ~:)
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    time for dictionary.com... <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    no seriously.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    cool. i luv the name.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    All I see is a couple of tiny texture lights, the faint outlines of some dark bluish-gray surfaces at the top, and a whole lot of pitch black. It doesn't look like anything to me at all.

    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.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    The name reminds me a little too much of Gladiator
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    an ns map can NEVER be too dark <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Well, in this case I tend to agree. It was too dark. (After playing with both the Adobe Gamma Controls and the env_gamma variable, I concluded I really needed more lights.)

    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.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    The next thee images should reveal a little more than the first. Let me know what you think!
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    too bright :/
    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>
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Make sure your gamma and brightness are correct. I've balanced my display, and I think it looks fine now.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Thanks for your advice - darker, more dramatic lighting...
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    The corners are pretty black, but that is fine with me.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Thanks for all your help! I'm really a novice with lighting technique, and I know lighting matters a lot in NS. I'm satisfied with this room, and I'll keep you up to date as other portions of elysium come together.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <i>Very</i> cool! The lighting looks perfect to me in that last batch.

    Great job, can't wait to see more.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I don't know what to say.  I like the lighting.  I think it's good.
    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.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Just a quick shot of what I got now. Still a lot to be done here: overhaul lighting, add details, and make textures for the airlock doors.

    I'm turning this out slowly but surely. I was really glad to see this room compile with no leaks!
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I think this room looks busy with no real purpose.  I'm having trouble determining just what anything does.  You could either try and explain through architecture, or you could explain through signs, though I'd prefer architecture, personally.  I do think the lighting is okay.  I think that you should find a better platform texture, though tat's a personal thing.  I don't like how that catwalk texture tiles vertically.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I'm with Greedo here.

    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-->
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Okay... this is it for tonight. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    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!
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    well i kinda liked the white lighting better. But I really don't like that texture you used around that octagon, or is that just temporary?
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    I've been looking for a better texture to use there, but so far I have not found much. I welcome any suggestions, and I'm more than willing to take a look at any texture wads. Otherwise, I'll have to sit down and try my hand at texture design at some point.
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