Ns_hera 3rd hive

MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
<div class="IPBDescription">Very early pictures</div>Small update...I am working on the 3rd hive room now and I have the general look of it done...but I'm not really sure about it so it'd like a second opinion...

Incidently, marines can ONLY enter from the 2nd floor now. (Unless they jump on a marines head to get through a hole)

This room is going to be an archive room - there are containers around the walls of the room which contain various data/doobreys. The textures are placeholder for them, untill I can get some ones to suit their need.
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Comments

  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    kewl beanz pei <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Much better than the current playtest version, heh... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I like the support lighting and the texturing at the base of each pillar. still seems a bit bright, though... Lighting a bit inconsistent between pillars.

    Of course, I'm sure you're already working on that, but might as well double-check, heh.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    The lighting is one of the things I intend to work on, as well as a few details (If I can afford it)

    I was really thinking about the general look of the room. Is it too cramped? Too weird? Too repetetive? Something about it is nagging me...
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Hrmm... now that you mention it, I might like to see a bit thicker walkway up above... Upon looking closer, the lower half of each pillar seems a bit odd... maybe have them go straight down, or pull the outside edge in to match the texture angle?
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    No more Oval? <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->

    This looks great.  The only problem I see with this is that the light texture is far too saturated.  It just seems far too deep red, I think.  But that's not to say that the lighting is bad.  I really like the way it looks.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    yeah seem to have a blurriness as a result of the additive light textures (seems easiest on the right side of the shot.
    stupid thing to ask, but are they only one thick?
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    All you mappers can complain all you want <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> - I think it looks awe-inspiring. I especially like the red tinge to it - I think the Mainframe room in Hera (which is very red) is one of the most distinctive bits of mapping I've ever seen, and this follows in that proud tradition.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Something about it is nagging me a little as well.  Maybe it's too narrow?  Maybe the supports need more infestation?  Maybe you need some ceiling lighting (you have it around the rest of your map, so maybe it feels weird that it's not here)?

    Looks great though!
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I agree the supports should not curve back in... it looks good from an alien idea, but this is still human architecture we're talking about.  Definitely infest the columns... maybe the part that bends in at the bottom could be aggregated infestation - so the supports do go straight down, but still curve inward because of the slime and stuff.
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    i think its great how it is, but if u want some advice the lights on the floor should be a little different
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    It's great the way it is now.  the only thing I can think of immediately would be a splattering of growth on the ceiling, at least near wher the hive will be anchored.  Other than that, I can't think of anything that appears to be 'missing'. When I picture a hive in the middle of all that, it fills everything out and gives a nice visual balance.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    Its very nice, I just think it feels more like a hallway because it is so cramped.  Also, I like how how the other hive rooms feel more overtaken and adapted to suit the aliens, then this room, mostly because they are wetter and more infested.  I think water and/ or mist should be key visuals used in hive rooms.  The hive rooms should probably be the most natural and organic looking part of the map, almsot jungle like in feeling, but with metal isntead of wood and foliage.  

    Also, kind of nitpicky, but I don't like the way the texture on the side of the pillars looks at the point where the pillars bend.  It makes the pillars look kind of like they have been bent in the middle.
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    what if the textures for the bottom portion of the pillars were reflected across a vertical axis?  this would give the viewer the impression that the top structure had been continued downward in the same line but had reinforced material added on the inner curve.

    btw, i really like it... mist would make it very cool too...
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    That's not the sort of lighting I would expect in an archive.  I think fewer, maybe only a single light source would be more appropriate.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    k so mabe it is a bit cramped, but I'm sure it'll look good once the hive is in place, could use some more infestation, but that's not really a problem, I think the problem is that texture you used for the pillars, but I guess those are temp, looks like a good start
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Lookin nice...oh ya...I can't wait to playtest whatever version you got this weekend...I'll make sure I play Hera first....Take that Bast!...Hera shall overcome...mwahahaha...*changes name to "InZaneFleaHera(The Hera Worshippers Inc.)*

    XD

    I really like the architecture you got goin on there too...
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    hehe inzane, however, for sum reason, bast loves to hog the server <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->, it usually never changes, but let's just hope flay is here when we want a change <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    *sigh*

    I simply can't find the time for excessive forum posting anymore...

    Anyway, This looks really great Merks! I personally like the general shape and feel of the room. Doesn't feel too crowded to me...

    The one thing that really bugs me about it though it the constant white lights running down the pillars... It's simply too many. Way too many. I bet if you infested the pillars a bit, like the others suggested, it will nicely solve that problem by covering up a few.

    Other than that... Awesome!

    I'm going to miss teh ovle though...  <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Okay, I scratched the white lights as I thought they were a bit too imposing...in fact, the rooms a lot different now altho the general structure is still in place.

    There are also about 10 drips in the room which look pretty sweet in action in the game, and one of them slides down the underside of one of the arches, and then drips off halfway down.

    Check it out:
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    What's holding that broken one up?

    At any rate, I'd consider this a definite improvement. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I love the highlights in the background on those doors(?).
  • XTS_HighlanderXTS_Highlander Join Date: 2002-04-13 Member: 429Members
    GAH!  I have not seen such a great use of atmosphere and lighting in a map before... the architecture is also superb.  It's honetly screenshots like that that make me wanna map, but ineviatably I spend about 2 days drawing textured cubes and tearing my hair out trying to make craters or something like that before I give up.  I admire those with the self discipline to do such amazing things....
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    That is just... awe-inspiring merk, i love it! The only thing i can say that would make it better is add red lights on top, like before, and maybe reput that light texture on the pillars.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    its really amazing, good work. I like the lighting and the structure of the floor, looks sweet.

    ->   <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Awesome. Fits in perfectly with the rest of this area... I wouldn't change it too much from what you have now.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    *blink blink*  oooOOOOoooo.

    Actually, I have to ask the same question about the levitating pillar.  But damn, man, that's sw33t!
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Merk said in IRC there will be a smaller metallic support beam in there that should make things look more feasible. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    The pillar isn't levitating, it is still attached to the rest of the support. It's just been bent out of place and broken a bit. There will be steel bars bending in the break, as soon as I make a texture for it <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    as for lighting it up red...I am kinda loath to do that. I didn't like the way the red looked on the ceiling before, and I much prefer the musky green feel that the Hive textures give.
  • humbabahumbaba That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
    I have to see I like your style most of all mappers. I prefer the moody lighting and grungy look over the cleaner, paler light of some styles. This room is exactly the kind of thing I would love to have the skill to create. Its exactly what I would if I could. The important thing is that someone makes it, and that someone is YOU. Congrats, this room is beautiful.
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