Project update

KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
<div class="IPBDescription">Elysium marine spawn</div>Okay, these shots are very preliminary. There are a lot of things lacking, and I'd like to invite you all to post what you think should fill in the spaces...

<b>The old command station in its new home looking out at the maintenance bay.</b>

Comments

  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    <b>Another shot of the maintenance bay. This should give the marines some room to build on.</b>
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    <b>And finally, the airlock from which the Marines board.</b>
    <i>You didn't think I was going to toss that, did you?!</i>
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    There are some areas where I'm still not happy with things. I'll get shots of them up for you guys to help me out. However, I forgot to put lights over there before I compiled, so don't expect them right away.

    Frankly, the more I work on this map, the more respect I have for the more professional mappers around here.

    Please, tell me what you think - I'm really open to suggestions right now.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks wonderful, KT. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> The little red accents here and there are just awesome.

    I really can't find all that much to fault, except one thing: The glass. Can't say I really care for its green tinge. Blends bad with red if you ask me.

    Other than that, excellent! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    -Edit- While there really isn't anything wrong with the way it is right now... I wonder if some more "dramatic" lighting would suit that pinkish area in the last shot better. Possibly a deeper tone of color. Then again, maybe not. I'd also replace that small grey pillar.



    <!--EDIT|ken20banks|April 19 2002,00:28-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I think the command center looks a bit too much like a desktop system... I'd suggest 2 more monitors in the upper left (mirroring the two on the right), at *least* one more monitor in the console area, a general "computer-room"-ish look to the whole room - some big floor-mounted CPUs, vertical glass hologram displays, that kind of thing?  Maybe something like the blue map-table from <i>Aliens</i>?  Also, that monitor looks OLD... big, boxy - looks like something out of the 1970s.  Maybe make it sleeker - a flatscreen display, or something similar?

    Also, when I look at the airlock I imagine matching red lights along the ceiling - makes it a circular room, rather than a flat one.

    Looks great!!
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    All very good suggestions, thanks!

    Let me play around with them and see what I can make happen.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    The architecture looks really good here.  I can't fault you on any aspect of that.  One thing I must say, though, is that if this is near the marine headquarters, it is far too dark.  This weekend, you should be able to get a feel for how this area should look, lighting style.  One problem that will happen here is that commanders will lose buildings in the shadows, and it is a pain trying to tell marines to build a turret that they can't see.  You don't need to make sure that every corner is lit, just that there's enough light to find everything easily.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Greedo: Yes, these areas definatly need more lighting. I plan to work on that, I've just got bigger fish to fry at the moment.

    I quickly changed this and a few other suggestions in last night when I added some hint brushes.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    I plan to throw in one more hint brush. If that doesn't help, I'm thinking I will have to throw <i>out</i> a lot more map.

    This has been a real heartbreaker guys, so any help or advice you can give would be appreciated.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    I have to say, I really enjoy the atmosphere in this level.  I first took a glance at the command center and basically thought the same thing as ken20banks (didn't care for the glass) but I took a second look and I really liked the view down the hallway.  I think it might look a little better if you added a frame around the glass.  Not sure about your visibility issues, though.  I realize that those brushes can't all be entities (right?) so it's not like you've grouped too many brushes into one entity.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Nope - other than lights and a couple func_walls and func_doors, those are all world brushes.

    And yes, I do plan to "modernize" the command computer. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Can you shift hallways a bit to fix that drawing problem? Perhaps the halls are just lined up too badly. And you -have- checked out the Hint Brush Usage guide off of Relic's site, right? (It's in the Mapping Forum FAQ)
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Yep - I've read the hint brush FAQ. I've played with the halls a lot, and I'm getting the impression there isn't a point that is far enough out of the way. VIS is determined to draw that spawn. It draws the room around 4 90 degree turns, all through moderatly narrow doors. (The exception being the 1 door pictured.)

    I forgot - there is 1 more hint brush in there. So after every turn, there is a hint brush.

    (Killtoy grumbles and growls at life, and shuffles back to his editor.)
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    After every turn? How about sticking two in? Say, after a 90 degree turn you chop the right angle into a square with hint brushes? Or is that what you're already doing?
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Yeah, pretty much that was how I was using the hint brushes. As it stands now, I'm going to take several of them back out - they don't seem to be doing more harm than good.

    I'm happy to announce that I have found the culprit of the more major of my problems. In the future, I'm never trusting WorldCraft to run VIS by default. On the bright side of things, this whole ordeal has caused me to learn a great deal more about the HL engine and mapping.

    <b>Here is a shot of my last remaining "problem area".</b>
    I do plan to gap several brushes in here from eachother. I can already see where that could earn me around 100 less wpolys. I don't understand why some of these brushes are being broken up so heavily. Could this all be the product of texture scale?

    [edit] Duh - that is pretty obviously texture scale in some places.



    <!--EDIT|Killtoy|April 19 2002,15:36-->
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    This is one of those areas that feels close... but lacking. The doors are either non-existant or needing redone, but thats not all I think.

    Your comments or ideas?
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Oh and yes, there will be more lighting in the above room.
    <b>Below: the real "blah" feeling shot.</b>
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Ya need a big honkin' piece of heavy duty machinery in that 'blah' shot. Something with a lot of pistons and steam coming out of it. Noisy too.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The ceiling and walls look too flat to do that trim detail justice, I recommend re-texturing them.  A couple of spot lit control panels on that railing would add interest.



    <!--EDIT|ChromeAngel|April 19 2002,20:49-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    The problem I see is definitely in the textures.  They're just kind of dingy... you need something crisper, more lively.  More substantial.  I like the lone spot.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Expect to see significant changes here. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
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