Switching things up in ssn
realityisdead
Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
<div class="IPBDescription">One shot.</div>Alrighty,
I put this shot up at <a href="http://tald.readyroom.org" target="_blank">http://tald.readyroom.org</a> today. Basically what it is is a trasition between two different styles in my map <i>Space Station Nothing</i>. In order to escape the repetativeness of keeping the same stlye throughout... I tried this out for the eastern sector of the map. What do ya think? Does it match up well with the rest? You can see the more industrial style of the central sector peeking through the hallway back there. I'm pretty satified with how it blends with the rest, but I thought I'd get a few opinions regardless.
Oh and for the record, yes that hallway just leads to nothingness right now, and the r_speeds are at 500 here.
What do you think? Good? Bad? Perfectly blended? Mix-and-match?
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/w00t1.jpg" border="0">
I put this shot up at <a href="http://tald.readyroom.org" target="_blank">http://tald.readyroom.org</a> today. Basically what it is is a trasition between two different styles in my map <i>Space Station Nothing</i>. In order to escape the repetativeness of keeping the same stlye throughout... I tried this out for the eastern sector of the map. What do ya think? Does it match up well with the rest? You can see the more industrial style of the central sector peeking through the hallway back there. I'm pretty satified with how it blends with the rest, but I thought I'd get a few opinions regardless.
Oh and for the record, yes that hallway just leads to nothingness right now, and the r_speeds are at 500 here.
What do you think? Good? Bad? Perfectly blended? Mix-and-match?
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/w00t1.jpg" border="0">
Comments
It looks really busy, perhaps almost too much so going into the hallway to nothing. Also, keeping in mind that you still have something to add on the far end there, it might be a good idea to look into a few spots for some poly reduction just to be on the safe side. I think the transition does work pretty well, though; it'll be interesting to see this second style developing. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I've been looking at the picture for about five minutes now, and I just don't know what else to say. I guess that, since this is a space station, I am puzzled by the light from above that appears to be coming from a sky. Unless, of course, its crashed on a planet. I can't remember if you ever released a back story for the map.
Another thing is that floor light; it doesn't look to be on. I know that, in certain cases the occasional broken light is good, but I don't think it works to well here.
And I guess that's about it. This shot looks great. Wonderful architecture. The lighting is good. And the general ambient feel of the area is great. Keep up the good work! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
*snicker*
(Yes, please, put that IN! Industrial ain't meant to blend all that much, and you've pulled it off just fine. )
<!--EDIT|Moleculor|April 12 2002,20:34-->
Greedo,
Regarding your suggestion about turning on that light... well I originally did have it turned on, but after seeing how nice and creepy the opposite wall looked with it off I decided to kill it. Though I just now turned it back on, and I think I'm a lot more satisfied. Thanks. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
The "sky" you see up there is actually some sort of concrete texture I'm using above all the gratings to suggest a really bright white light. The spotlights bounce back off the grating and make it turn out extremely bright. It almost looks like the "white" texture. I do see what you mean though. Just to clarify, the station is on -or in, actually- a planet. The entire map is underground.
Here's a shot of the area with the orange light on: Look any better? My only complaint is that is brightens up the area leading down into the industrial bit...
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/w00t2.jpg" border="0">
I actually prefer the single light, but on one condition - you'd have to take the other light OUT of the map, visually. Having it off just doesn't look right; it would need to be gone. Anyway, it's not uncommon to have asymmetrical lighting... if you only need one light, don't put in two. And in a cost-saving space station, they'd put the light where it was most convenient (i.e. where the wires are already running, along the floor on one side) rather than where it was most aesthetically pleasing.
So a single light could look good, AND fit contextually, if you remove the superfluous one altogether. Screenie looks faboo!!
But one must remember that this is a game... And as far as I'm concerned, an aesthetically pleasing configuration is better suited here rather than a realistic or convenient one. I have made absolutely no efforts to make this map logical, or make sense from a realistic point of view. For example... who in their right mind would but bars infront of their main facility lighting... where they work all day... I understand your point though. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Personally, I like the double lights better. We'll see what comes of it.
Thanks for your input! Very appreciated, even if I don't totally agree with it!
<!--EDIT|ken20banks|April 13 2002,00:18-->