Switching things up in ssn

realityisdeadrealityisdead 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">

Comments

  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    That hallway looks like a "glory corridor." <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    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-->
  • Parse_ErrorParse_Error Join Date: 2002-03-18 Member: 331Members
    It looks very good. I don't notice anything that would need changing, the lighting is very nice and provides nice contrast. Excellent work ken. A big thumbs up.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Holee molee.  You've really outdone yourself this time.  It's wonderful.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I think that the blend works very well here.  I definitely don't see any problems with it at all.  It seems as though the corridor here branches off into the maintenece sector of the map, perhaps.

    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-->
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Great Detail, as long as you can keep r_speeds good, Great job...TAKE THAT REALITY!
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Dunno 'bout the gameplay aspects... seems plenty of places for Bob to hide in the ceiling up there... *shrug* I'm not a mapper, but shouldn't you be doing this in the HL engine, not Quake 3?

    *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-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Thanks for your comments guys. So everyone does think it blends nicely? Great.

    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">
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    That is much better...gives it a more rusty feeling...I sorta like it that light.  With them killed, It looks ok...but the orange light adds to the creepiness.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    I like it. Since this part of the map looks 'untouched' by aliens, that light seems more 'natural' to be on.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    the lightning defintly makes it look better, in my opinion, defintly keep it.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I think it looks much better with the light on, yes.  And about the concrete above the grating, that is a very neat idea.  It made it bright enough for me to confuse it with sky.  I just wonder if it might be better to put some kind of light texture up there or not.  I guess it is quite fine as it is now.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Pretty!!!

    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!!
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    looking very nice, good to see your battle vs. reality is going well =D. nothing to say that otehrs already havent.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--coil+April 12 2002,23:30--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (coil @ April 12 2002,23:30)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->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.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    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-->
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