Ns_susanowo

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Comments

  • UnknownUnknown Join Date: 1970-01-01 Member:
    its not a bad job for 2 days effort, but why both name and try to preview something that clearly isnt anywhere near aesthetically pleasant yet?

    Oh and my opinion is wrong, sorry about that, should've realised.
  • boobs!boobs! Old-School Competitor Join Date: 2002-11-13 Member: 8504Members
    nice looking brushwork..needs some texture fixing but it looks nice for 2 days of work..and guys leave off on job hes a great guy and makes GREAT maps <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> if anyone ever played TFC and liked to pipejump (i used to be in a Demoman guild and played pipejump2001 so many times weee i <3 jobs map) you'd know he knows his stuff...i just hope he'll get into NS mapping cuz that would be cool.
    gj and gl mappers i hate you all cuz i suck at mapping ...
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    we will "leave off" jobabob now that he has decided to grow up and apologise for what was clearly an uncalled for comment, and i havent seen any evidence that he is a great guy so i will reserve judgement on that. Yama, its good to see you start mapping again, and im sorry for the loss of penumbra after you clearly worked very hard on it. Good luck with the new map.
  • WinkieWinkie Join Date: 2002-11-02 Member: 4034Members
    edited November 2002
    My own opinions on the map. Niceish, but yes, bland, and those lights, ugh, what the hell are they.


    The main thing to make an NS map look good is to make it feel realistic, for each piece to have a meaning and a place. For the atmosphere you need an element of fear, not knowing what's round the next corner. From what i've seen of this map, it's just dark.

    Also, those huge bar lights would actually light up the area to near fullbright, either that or they're the first lights i've ever seen which don't actually emit light.
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    Well... lot of people talked so dunno really what to comment....i wanted to do on textures, but i'll just ask: aren't this yours? for penumbra u were using custom textures made from you...i'm wrong?
    i think concrete is good, always didn't understood the kicking on concrete... btw i think u need simply more details and dirty textures;also some contrast.
    i dunno what to say on brushes,haven't ideas.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    My main kicking is that the textures would literally 'bore' me. A lot of halflifes original levels are like it too mind.

    Oh and i'm almost certain the textures are from some misc texture sources as i'm sure I've got some on my hard drive already.
  • EpochEpoch Join Date: 2002-10-10 Member: 1474Members
    <!--QuoteBegin--Jobabob+Nov 29 2002, 07:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jobabob @ Nov 29 2002, 07:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->My main kicking is that the textures would literally 'bore' me. A lot of halflifes original levels are like it too mind.

    Oh and i'm almost certain the textures are from some misc texture sources as i'm sure I've got some on my hard drive already.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    If all you're going to do is shoot people down, I think you better find another place to do it, because we don't welcome folks like that here, and I'm sure you'll get the attention of the Moderators if you keep it up.

    Yama, would it be possible to get some part of penumbba so that we can at least drool at the architecture? I remember the screenshots from before NS 1.0 was released that they looked really good! That's too bad that it didn't work out.
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    What a return eh? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

    Anyhoo, glad to see you back at it Yama ... slightly disappointed by the death of Penumbra but bleh, let it RIP.
  • liquidscriptliquidscript Join Date: 2002-01-24 Member: 35Members, Constellation
    edited November 2002
    As for the map. As Yama said, this is a basement area to a <b>planetary base</b>. It is specifically designed to contrast with the above-ground area of the map. The key word here is <b>contrast</b>. Not every single area has to have flamboyant, neon, flashing, hatched, dimpled, arrayed, polyunsaturated, rough, grained, splotched, grooved, busy, wired, or slatted textures. This basement area (and basements i would think are usually bland since they aren't on main display all the time) would contrast very well to the metal plating and railings and arrays of beams that would probably be present on the main floor of a planetary base (these are all just my idea of what Yama could be intending). The contrast between these areas is what helps players navigate a new level, and it also adds interest. These areas may not be "aesthetically pleasing" by themselves, but in-game combined with the different themes of the other areas, I think it would be a very interesting, but not opposing, change from the classic NS texture set (for at least this area of the map).

    Look at Ekaj's both old and new versions of NS_Shaft. How many actual NS textures do you see?? I'm not dissing the NS texture set, they are very good, but a map doesn't have to look like every single other map, every area within, to be both popular and successful.
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    I like it. It's a move <i>away</i> from the original NS textures. I mean, they're all very well done, but I would like to see something else. This idea of above ground/below ground intrigues me.

    Anyway, a very good job for 2 days of work on the map. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • sojornsojorn Join Date: 2002-11-03 Member: 6177Members
    Very good so far Yama.

    The arcticture has a very solid look to it, as if it could survive military level weapons fire and not break down. Important considering the poisonious atmoshpere, no?

    The wall bevels in that "pipe" room are very snazzy. And again, they help with the solid look.

    Heh, hurry up and finish the major architecture. Now I'm curious what this will look like once you've started actually messing with the lighting. I'm also curious about the upper levels. Will they have glass/unbreakable plastic that looks out onto the poisoned surface of the planet?

    Once again, good work so far. Keep it up and keep us posted.
  • WinkieWinkie Join Date: 2002-11-02 Member: 4034Members
    <!--QuoteBegin--SentrySteve+Nov 29 2002, 01:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SentrySteve @ Nov 29 2002, 01:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    2. Cries of bland lighting
    #2 can be ignored also, since I've only been working on this solidly for 2 days now, so I can't really expect to have perfect lighting yet. My main concern was to get good looking architecture first before I spend numerous RAD compiles on a perfect look.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Jobas post, while it can be construed as slating, actually held 2 points if you look at it.


    ALL of his posts hold points.



    I wasn't talking about the lighting, I was talking about those god awful things on the walls aswell!
  • StormehStormeh Join Date: 2002-11-01 Member: 3541Members
    I think the map looks great, and it looks like it has a nice diffrent atmosphrere if you compare to the other maps.

    And in the first post he said it was a "mostly automated station", wich means that the lightning shouldnt be that overwhelming. Perhaps making a little more flashy lights at the crewquarters and leave the rest of the map with your current lightsettings? That would be nice i think <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • CaLFiNCaLFiN Join Date: 2002-11-04 Member: 6909Members
    My comment is just that:

    How can we comment on a 2 day old map that is probably going to look about 95% different in the final release? If you want comments on your map maybe get a screenshot to show how you want it to look exactly. Properly textured, properly lit... yadda yadda.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    To ensure im not banned for slander, i'll show what im on about in a futher quote of my original post, this is my ADVICE, lets please leave it at that, I dont like the current look of the map, it needs improving in my OPINION

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you want to improve it you will bin or completely remake ALL of the textures in the map, add in pipe overhangs and lots of extranous detail. Picture 2 looks almost fullbright, have you increased the gamma ramp? Try some differently coloured lighting to add ambience, and definately change the architecture, its all block block block, which makes everything a bit 'flat'.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    'nuff said methinks
  • Spyder_MonkeySpyder_Monkey Vampire-Ninja-Monkey Join Date: 2002-01-24 Member: 8Members, NS1 Playtester, Contributor
    edited November 2002
    This is a thread for providing feedback to mappers. Not belittling, pestering, or being a further nuisance. My previous advice stays... "<span style='color:red'><b>If you don't have anything nice to say, don't say anything at all.</span></b>". I'm going to trim all the crap off of this thread, and I advise you all to forget, forgive and press on.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    edited November 2002
    about time too, and does that refer to critisism?

    Shurely shome mishtake shir?

    "Critisism" - "Saying somethings bad, only in the right way"
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Is this still going on? Maybe this thread should just be locked by a moderator and left to gather dust.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    Unless you wanna make something of it, come on then!

    (meaning, nothing left to say, close it if you want, i dont think anyone cares anymore)
This discussion has been closed.