Ns_hera 3rd hive
Merkaba
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.
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.
Comments
Of course, I'm sure you're already working on that, but might as well double-check, heh.
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...
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.
stupid thing to ask, but are they only one thick?
Looks great though!
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.
btw, i really like it... mist would make it very cool too...
XD
I really like the architecture you got goin on there too...
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-->
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:
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(?).
-> <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Actually, I have to ask the same question about the levitating pillar. But damn, man, that's sw33t!
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.