ns_lost
Greedo
Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
<div class="IPBDescription">6 new shots</div> Progress is good, and I'm rolling along quite rapidly. I expect to be done and ready for beta testing some time next week or the week after (though I'm not making any promises whatsoever). In the meantime, here's 6 new shots.
Generic Hallway #1:
<img src='http://www.bol.ucla.edu/~mrolek/lost24.jpg' border='0' alt='user posted image'>
Generic Hallway #2:
<img src='http://www.bol.ucla.edu/~mrolek/lost25.jpg' border='0' alt='user posted image'>
Generic Hallway #1:
<img src='http://www.bol.ucla.edu/~mrolek/lost24.jpg' border='0' alt='user posted image'>
Generic Hallway #2:
<img src='http://www.bol.ucla.edu/~mrolek/lost25.jpg' border='0' alt='user posted image'>
Comments
<img src='http://www.bol.ucla.edu/~mrolek/lost26.jpg' border='0' alt='user posted image'>
<img src='http://www.bol.ucla.edu/~mrolek/lost27.jpg' border='0' alt='user posted image'>
<img src='http://www.bol.ucla.edu/~mrolek/lost28.jpg' border='0' alt='user posted image'>
<img src='http://www.bol.ucla.edu/~mrolek/lost29.jpg' border='0' alt='user posted image'>
On the second shot it would beneat if the girders were higher so that skulks could hide on the sides of them, that's all I can suggest. Great work as usual.
Tazol: soon enough. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
C-14: I won't hide the fact that Nothing was a major source of inspiration for a lot of my map. And yes, I definitely tried to make different areas of the map look different and feel different. Variation is a very important thing, in my opinion. As for the hallway, bringing those panels down far enough for skulks to be able to hide without being seen means I'd either have to make the hallway taller (not an easy task) or end up not leaving enough room for Onos' to be able to walk through without crouching. Since it is a hallway directly out of a hive room, I'm placing Onos maneuverability above skulk hiding.
bmp: I'd be interested to know what you mean by 'all pale without feeling'. If you mean that the lighting is mostly white, well that's because with most of the textures in question, white light provides the best contrast and dramatic feel, and I did try hard to go more for dramatic lighting than colorful lighting. There's a small amount of orangish light in the last 4 shots, but not too much to overpower. Just enough to provide a contrasting feeling, and only in cases where I felt the textures would respond favorably to the color (and some certainly don't). It also just so happens that these areas here, and only one or two other rooms in my entire map so far don't feature a window with 'colorful' environment lighting (blues and oranges, both of which work surprisingly with the metal textures in ns.wad). So, I guess, if you really wanted to get down to it, these could be some contrasting areas, because a map that's the same everywhere, whether in architecture or lighting, just isn't fun at all.
The first screen has good wall architecture, but the ceilings are boring.
The second screen has boring ceiling and walls.
Maybe make the ceiling like twice as high, and add some beams going across halfway or so for lerks to rest on. And maybe throw in some cool pipes with supports (Im thinking ns_nothing). Or maybe add some vents going across.
The rest of the shots are great, I love the architecture and the lighting.
Fooshie: Quite the contrary, actually. I designed many areas with skulks in mind, and it is quite navigable, I think. As for the architecture in hallways, I don't really see skulks climbing the walls in hallways as it is. As for things like the pipes and stuff in the rooms, I've done my best to keep them easily navigable, and I've found that it's not easy to get stuck on them. And there's a bunch of little hiding holes all over the place, so skulks can ambush. Oh, and most of the rooms are pretty freakin tall.
it looks terrific greeds, i really love the architecture design its a nice trick <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> i love all the lights, very sci fi, light_spots well placen and nicely configured =) a damn nice job overall...... i cant wait to play it ^^x
Batt: Heh, thanks. Actually, except for some blue lights in the first pic, it's all texture lighting.
Oueddy: Yah, I know the hallways don't have much happening in them, but then most of the action's going to be happening in the rooms anyways.
Insane: Well, it seems to be a shared opinion among a lot of people (I knew I shouldn't have included those corridor shots <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> ), so I'm beginning to wonder if the last stretch of corridor I need to make should be a copy of that one (like I'd planned), or if I need another new style alltogether.
Injury: Thanks! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
One suggestion would be to angle that light in the first screenie down 45 degrees or, in the second screeine to put red spotlights in the gap above the wall textured in r25_pipewall3
other than that it looks great
they look good on greedo's stuff <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded//7b7401a3af2debac2d4a1b2dbaf22df37991b3f4ab7d/fullsize.jpg' border='0' alt='user posted image'>
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded//7beb6d96572da5062d48342db1c12d71a7d2ee93db7d/fullsize.jpg' border='0' alt='user posted image'>
I am VERY impressed if you make that possible, almost like 2 maps. That would create a completely different kind of gameplay from protect the chokepoint then rush the hive.
I cant wait!
The styles are quite different on either side, I guess, so that's one thing.
That'll learn you for gloating, you gloating bastage.
--Scythe--
P.S. Map's looking nice greedo, looks a tad dark from my perspective but there're a million different things that can change how it looks ingame for you and what it looks like on a forum to me.
har har har funny story on that, actaully.
I was an alien -- and was in a group of about 2 guys. We stoped at the glass and saw a marine on the other side. We looked at eachother for about 20 seconds and he typed out "hi" but little did he know we were getting a skulk to flank him. Just as he typed about "hi" a skulk jumped on his back and gave him a free spine surgery. Rather funny, actually, becuase we saw the whole thing ^_^
Anyone know of any alrdy completed custom maps out there?