Ns_eclipse -- t3h 3gg!1
KungFuSquirrel
Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
<div class="IPBDescription">Early shots again, but getting there</div><img src="http://planethalflife.com/awmaps/pics/egg_1.jpg" border="0">
<img src="http://planethalflife.com/awmaps/pics/egg_2.jpg" border="0">
<img src="http://planethalflife.com/awmaps/pics/egg_3.jpg" border="0">
There will be ladders in the alcoves on each side, and hopefully more screens surrounding the room in the final build. Thoughts? Suggestions? Small kittens?
[edit]
Oh yeah, I'm dimming the lights.rad value on the light overlays on the bottom area... That should be much more moody in future builds.
[/edit]
<!--EDIT|KungFuSquirrel|April 23 2002,01:14-->
<img src="http://planethalflife.com/awmaps/pics/egg_2.jpg" border="0">
<img src="http://planethalflife.com/awmaps/pics/egg_3.jpg" border="0">
There will be ladders in the alcoves on each side, and hopefully more screens surrounding the room in the final build. Thoughts? Suggestions? Small kittens?
[edit]
Oh yeah, I'm dimming the lights.rad value on the light overlays on the bottom area... That should be much more moody in future builds.
[/edit]
<!--EDIT|KungFuSquirrel|April 23 2002,01:14-->
Comments
Nitpick: where the holes in the wall are at opposite ends of the catwalk, that texture detail at the seam makes it look a little wrong.
<!--EDIT|Greedo386|April 22 2002,22:25-->
Suggestions:
-Like I mentioned before, I'd try focusing some of the white spot lights at an angle on the walls... just to break up the constant color there. Or maybe some supportive brushwork would do.
-Simply for the sake of being redundant, I'll mention again that the lower level there should probably be dimmed down a bit.
-I'd also put some sort of light onto the back wall there (with the large one-screen display). Looks a bit unnatural to me.
Other than that, excellent.
<!--EDIT|ken20banks|April 23 2002,00:32-->
1) I think it needs more slanted stuff, looks too blocky.
2) Those comp screens have an additive texture over them, imo it looks much better with point lights to illuminate each screen.
3) Maybe have some more light in some areas to add to the contrast. And also Id like the upper walls/ceiling to be darker. Maybe make the light spread on those hanging lights a bit bigger (make it fade more gradually). Oh and the light coming out of the red light looks too pinkish for my tastes.
4) I think that map thing is too bright (the map in the map, not the map, damit!<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
<!--EDIT|Ekaj|April 23 2002,01:32-->
I think the lighting is fine, dimming the lower area will only help pronounce that shadow I like <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
My only real dislike is the wall texture you've chosen for that lower bit, it doesn't look right to me esp. right next to those highly detailed computer/console textures.
I'd also like to see where about in your layout this is, to see if Greedo's concerns (and ideas) are addressed.
I think it looks superb architectually, Andrew. The lighting and texture work rocks, and the more Z-axis I see in a map (without level-over-level), the better. 4 out of 5 people agree that shooting down on to the heads of defenseless level1 aliens is fun as hell.
Is there anyway you could show us where this room pertains to the layout?
<!--EDIT|MonsieurEvil|April 23 2002,09:18-->
Now, in response to the critiques...
Greedo -- this room isn't actually attached to the rest of the map yet, hence the rough seams on the doorways. I've got the corridor leading to this room built, just not filled in. I got some ideas for this room and just skipped right ahead and went to it -- one advantage about having every major vertex plotted ahead of time is the ability to start anywhere. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Like I said just above, the primary use of this room (as of right now) is a fallback command station, but this could change into any one of numerous other uses -- don't worry, I'll make sure there's a good reason to go down there.
Ken -- I'm tweaking the lighting, trying to get some more accents as you suggested. I'll keep playing around with a few things; I think adding the angled peak as I had initially planned will help in trying to get some light on the walls.
Ekaj -- Agreed on the blockiness. There is a long corridor leading to this room, though, so I do have to be conscious of that. I'll try to get a nice healthy compromise. I did originally have the fade angles much higher on the hanging lights, but it made the entire room look sterile. Also, the map in the background is a custom texture courtesy Relic -- I'm still trying to figure out how I want to do that. I tried overlaying it on itself, but as you can see, that was a bad idea. I'll probably toss it in my lights.rad file with a nice soft green glow and see how that turns out instead.
manah -- lower area has already been dimmed in another compile, and it looks much better.
MonsE -- I ignore no one. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
<img src="http://planethalflife.com/awmaps/pics/egg_4.jpg" border="0">
<img src="http://planethalflife.com/awmaps/pics/egg_5.jpg" border="0">
<img src="http://planethalflife.com/awmaps/pics/egg_6.jpg" border="0">
That is awesome, Andrew!
My one and only complaint with this variation is the brightness. If it was just toned down a bit... more moody feeling.
Not that it was bad before, but this actually <i>feels</i> like a command center now! T3h 3gg@ge!!!1
Anxious to see the next area. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<!--EDIT|ken20banks|April 23 2002,18:03-->
<!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
looks sweet though, i like it <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
The only thing I'm going to say is that the ladder texture you're using is too yellow and doesn't seem to fit in as well with the rest of the area.
Lets see...
Hey, that room is phat!
Stunning!
In fact so nice ...
<b>*beats KFS in the head, stunning him for a moment, steals t3h 3gg and slips it into ns_caged*</b>
< insert preferred maniacal laugh here >
Keep up the good work! I can't wait to play this one.