Map in the works
tech
Join Date: 2002-04-08 Member: 391Members
<div class="IPBDescription">Map pics</div><img src="http://www.basicbee.com/tech/ns20007.jpg" border="0">
<img src="http://www.basicbee.com/tech/ns20008.jpg" border="0">
<img src="http://www.basicbee.com/tech/ns20009.jpg" border="0">
<img src="http://www.basicbee.com/tech/ns20012.jpg" border="0">
I've spent about 10 hours on this map so I just though I's sow u what I've done so far
"update"
Thanks for all the feed back, I will take it all into consideration while I am making this map, I lowered the game to .75 and compiled it now it's your turn to tell me what u think, below is a link to my map, so go play it!
<a href="http://www.basicbee.com/tech/ns2.zip" target="_blank">ns2.zip</a>
<img src="http://www.basicbee.com/tech/ns20008.jpg" border="0">
<img src="http://www.basicbee.com/tech/ns20009.jpg" border="0">
<img src="http://www.basicbee.com/tech/ns20012.jpg" border="0">
I've spent about 10 hours on this map so I just though I's sow u what I've done so far
"update"
Thanks for all the feed back, I will take it all into consideration while I am making this map, I lowered the game to .75 and compiled it now it's your turn to tell me what u think, below is a link to my map, so go play it!
<a href="http://www.basicbee.com/tech/ns2.zip" target="_blank">ns2.zip</a>
Comments
least Mr lvl 5 wont have any problems ...
<!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
The one thing that bugs me the most here is the lighting. Everything is the same tone and shade all around. There is no sign of any significant shadows or contrast. Contrast is a biggy with NS. Even if you don't want to make this particular part of the map "scary" or anything, dimming down the intensity a bit (a lot, actually) and letting light focus on smaller areas will have a positive effect. Doing this always makes areas come out looking a lot more detailed as well.
An example I use a lot here is running some texture lights down a dark wall. Right up against it and pointing up or down... not out into the room. Thus you get a shadowy wall with bright pools of light here and there. Nothing new/exciting/revolutionary, but it works. Keep in mind "Contrast" does not mean "Darkness". There should still be brighter spots in an area. Darkness is a side effect of lighting contrast. A really great one too. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Spot lights are great for doing freaky stuff with your lighting as well.
Anyway, you seem to have some great architecture going on here.. I'm really liking what you've done in that last shot... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<!--EDIT|ken20banks|April 09 2002,00:19-->
the first screenie is a little empty and lightning is well... dim. Put in some more diversive lights, maybe some small red ones on the floor at the wall
the last shot is the one i like best, sad that the texture seem a little offscaled... try scaling it smaller
the architecture in the last shot is perfect IMO, maybe a little too hard for aliens to get through if its covered with turrets/siegeturrets so make sure u have maybe a longer, but safer way around
u also seem to use that trim texture a little more that its really needed, maybe to reduce amount of memory used in that
corridor, only u know
the other 2 shots doesnt show me enough so that i can comment on them, sorry
<b>1)</b> I like the very open feeling of the first pic created by the gratuitous amounts of sky. Try replacing the upper greenlight on each support beam with a spotlight and the lower one with a dimmer, different coloured light.
<b>2)</b> That final corridor does looks good but will look great with some better lighting. Perhaps try dimming the lights you have at the moment, running some spot lights down the central roof support and/or using the technique Ken described on the sections of wall between each.
Just experiment with lighting and the gamma level and you’ll come up with excellent effects/lighting/stuff <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
and maybe its not this way ingame, but in the first pic it just looks like you didnt made the glass transparent. I do not see a sky in it. at least in my opinion.
in the second pic, dunno are those 4 litghs just sitting there, or is there a reason for them being there, also it seems too open, last pic is nice, maybe work a bit on the textures, especially the walltextures.Lighting is the main problem here, it looks like a good start tho <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Okay, so I'm being overly bookish here, but this seems to be something way too many people have misconceptions about. The difference in pressure from sea-level on earth (probably what a space station or craft would be pressurized to) and the vaccuum of space is ONLY 14.7 pounds per square inch. Quarter inch thick glass is enough to withstand this much pressure. Movies that show people/critters exploding in space, bleeding out of their eyesockets, or things getting sucked out of tiny holes (see the finale of Alien: Resurrection) have opted to throw reality out of the window. Experiencing a sudden drop in pressure of 1 atmosphere would only, at worst, give you the bends. A human exposed to the vaccuum of space would die much faster from lack of oxygen or freezing.
Off topic: if someone likes to build a NS map we can work togetherrr (e-mail: <a href="mailto:jacq1212@hotmail.com">jacq1212@hotmail.com</a>), one plus one is more than two.