More ns_moragoth

ArchoniusArchonius Join Date: 2002-03-09 Member: 291Members
<div class="IPBDescription">It returns....</div>Here are some screens.  There isnt much new, as I am working hard on the lift area (2nd pic)

The 1st and 3rd have already been here, most likely, but I love to pimpz0r it <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

<img src="http://snow.prohosting.com/egcreate/mora/screen1.txt" border="0">
<img src="http://snow.prohosting.com/egcreate/mora/screen2.txt" border="0">
<img src="http://snow.prohosting.com/egcreate/mora/screen3.txt" border="0">

I expect heavy suggestions on the 2nd shot, but I cant think of what to do to help it out.... it needs help, though... thats for sure.

Any ideas would be appreciated.

Comments

  • JaciusJacius Join Date: 2002-01-25 Member: 43Members
    I *love* the second shot, especially the somewhat subtle lighting, and the stairs/angled walls

    All I can suggest is to put some stuff in there. Just random junk. Some hanging wires, are particle system, etc. It looks kinda empty.

    -Jacius
  • Spyder_MonkeySpyder_Monkey Vampire-Ninja-Monkey Join Date: 2002-01-24 Member: 8Members, NS1 Playtester, Contributor
    I really love the terminals you have set up throught those shots, one thing I might be a bigger fan of is if you could somehow make an aqua/green light appear as coming from the terminal. That might add some overall ambience to it. Seems a little bright in the map, I love dark, dreary maps, myself. Just my .02. <!--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
    The only thing that I don't like in these shots is that large "system alert" monitor in the first picture.  It just seems out of place.  And as a tip, it would be better for you to take that R25 monitor in the corner out of the lights.rad file and use either a point light or a spotlight to simulate its lighting effects.  In the second picture, you could really add some kind of lighting contrast, because the walls look all to be about the same color and brightness, without any noticable source.  An alien passage could also fit on one of the walls quite well.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks great!

    Like Greedo and Spyder said, I see more contrasting light in the second shot working out a lot better. That's what stood out at me as being "off" with it besides the emptyness.

    I'm not so sure spot lights would look good there, but maybe just some (smallish) texture lights running down the wall as your light source in there would make it come out a bit more detailed looking.



    <!--EDIT|ken20banks|April 08 2002,20:30-->
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    AARRRRRGGGGG that corridor is driving me insane =D this is like the 15th shot of it =P

    NEwayz, its looking a bit better now, as people have said make those console cast light on the opposite wall, will make it feel more realistic.
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