Ns_eclipse -- t3h 3gg!1

KungFuSquirrelKungFuSquirrel 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-->

Comments

  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    One big question:  Why go down there?  There doesn't seem to be any real justifiable reason to do so.  Maybe a resource nozzle or something? (Though I'm sure you've already thought about their placement for other areas)  I do like the way it looks, though.  I'm seeing some kind of architecture at the ceiling (hiding spots interest me), but I'm having some trouble telling what it is.

    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-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Very nice, KFS! One of the things I like most about your maps is the fact that each area is distinct and has a functional (if not personal) feel to it. This area is no different. Keep it up!

    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-->
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    Nice, but some things Id like changed are:

    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&#33<!--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-->
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    Looks good, I really like the partial shadow of the walkway on the lower area.

    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.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Ignore these peons! Teh 3gg is l33t!

    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-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Well, I don't have an updated shot of the full layout plan, but if you look back at the older layouts I've posted ( <a href="http://planethalflife.com/awmaps/pics/eclip_layout_4-10-02.jpg" target="_blank">#1</a>, <a href="http://planethalflife.com/awmaps/pics/eclip_layout_4-11-02.jpg" target="_blank">#2</a>, and <a href="http://planethalflife.com/awmaps/pics/eclip_layout_4-12-02.jpg" target="_blank">#3</a> ),  this area replaces the old "auxiliary command center" area in the upper left of the top middle page. I'm building it to the aux. command idea right now, if that turns out to not work or is deemed unecessary later in development, I have a couple other uses in mind that may turn out quite interesting.

    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-->
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    whow!  i like the lighting.  looks swell.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I'm loving this KFS.  I hope you finish this.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    GAAAAAH! SWEEEET! GAAAAAAAH! ME WANTS TO PLAY!!!!
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    This better? (Thanks to Merkaba for those Hera textures and Delete_Me for the final inspiration for this change)

    <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">
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Woah!  <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->

    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-->
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    Inspirational. Seeing eclipse looking so beautiful has inspired me to attempt making a map. I just wish it could be half as good.
  • Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
    *hads KFS a small kitten*

    <!--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-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    What a great improvement here.  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--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.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Great lighting, texturing, and brushwork here.  I love the monitors on the wall.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Seems like everyone has got excellent map shots... I'm running out of superlatives!

    Lets see...

    Hey, that room is phat!
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Huge improvement.  I agree though (and I rarely say this&#33<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->, it should be a bit darker in the corners, or otherwise not quite so bright.

    Stunning!
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I disagree... this is supposed to be the alt. CC - a fully marine-controlled room.  It should be pretty inviting.  I think it has a real sense of security and stability - I could command troops from there.  (:
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    secksy, like someone else said that ladder texture doesnt really fit in, id just grab it and adjust the colour in photoshop or other to fit in with the surroundings.
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    Very nice.

    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 >
  • DruBoDruBo Back In Beige Join Date: 2002-02-06 Member: 172Members, NS1 Playtester
    I wouldn't say that the ladder texture is so much <i>wrong</i> as it is, well, authentic. It's normal to have a ladder done in a high-visibility color in a command center atmosphere. I think the other guys were responding to the jarring quality of the color, not that the texture was inappropriate.

    Keep up the good work! I can't wait to play this one.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    woah mr. squirrel that lost shot is really an improvement and it doesn't look like the other parts in your map I've seen sofar, lot more colour. Keep working on eclipse mr. squirel <!--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
    And you people got upset with me when I scrapped ns_veil... <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Show me Overlook2 and my anger will diminish.
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