New ns_ttro screenies

bluemanblueman Join Date: 2002-04-09 Member: 399Members
<div class="IPBDescription">Feedback please</div>ok. Ive been detailing the done part and reshaping the comander center area. This pics are from another room, im planning to flood the room till mid of the blue light (just till the feet, and im also planning to put some alien infestation, and some steam going out the ventilation tubes.

<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro0000.jpg" border="0">

<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro0001.jpg" border="0">

Comments

  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    I really like your texturing and brush work. Two things I'd suggest that might really improve the look here would be:

    Some spot lights on top of those rounded columns, shining down along the surface.

    Also, I think there needs to be a bit more lip on your steps, 2-4 units would look good. Right now they seem paper-thin.

    I like the idea of shallow water, I think it will look very nice!
  • yesukaiyesukai Join Date: 2002-04-17 Member: 464Members
    The walls meet the floor and ceiling at right angles, the only diagonal work is done on the horizonal axis, add some cool architextual style to it.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    brighten the red spots a bit and add some other light source for more contrast.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    yeah thx for this, ive changed the things and added the water, its looking great, ill post some pics shortly.

    ->  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Blandish...The great part about Bast and hera was the varying lights and colors...everything here is very bland...
  • ErpErp Join Date: 2002-01-25 Member: 90Members
    I like it.

    It doesn't look bland to me, just a darkened corridor. Besides, it can be good to have bland places somewhere, it makes you notice the other parts more.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Agreed... if you make EVERY place on the map stand out, you're going to end up with a lot of fantastic but really disjointed locations.  It's ok to have two similar (or even identical! ) corridors if they're leading to or from really interesting places.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    YES! Thank you coil, I couldn't for the life of me figure out what was bugging me about stuff like this!
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i have 2 or 3 corridors which are all connected and ive used the same texture and design, in one of them ive put some pipes, in another a env_spark, etc... I dont think every corridor and room should look different from the others in everything cause if not
    A) it does not look real
    B) you can get disoriented
    C) All the structure (indoor) should look more or less the same if it is all being part of a laboratory station or space ship. The trick is playing with colours and adding some little stuff to each of that rooms or corridors to make them look at the same time exactly as last corridor and totally different. Do you understand me?? xD

    <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    looks good but some coloured lighting or bright white light for that matter would do wonders in that room, the only thing that bothers me is that stair, man does it look wierd the way the lower part hangs in the air like that or is something wrong with my eyes? Anyway I think a more robust stair would fit i nbetter, maybe it's just a matter of taste, but this thing looks like it'll collapse if more than 2 people climb it the same time, or is that what you're planning on to do ? <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    ok. Ive reshaped the area and added more light brightness and the greenish water semi-transparent

    i believe this is from the cc (glass room) and the marines display area. It is a bright area cause it is the marines start (logic)
    <img src="http://www.planethalflife.com/roleplayhl/team/blueman/blueman_ns_ttro0012.JPG" border="0">

    This is the old turbines, it is a dead ending, it combines blue, red and white lights and it is a bit dark in the corners. the pic does not show the rest of the room as it is in dev at this time.
    <img src="http://www.planethalflife.com/roleplayhl/team/blueman/blueman_ns_ttro0013.JPG" border="0">
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I like the piping structure you have in place in that first shot there.  I do think that the floor in that room is a bit plain.  Granted, there does need to be a lot of space for marines to build things, but I think that you could still add some kind of floor detail.  I think that, more than anything, that texture you're using tiles too many times.  You do have it at an appropriate scale, though.  If you add some kind of trimming, or a slightly elevated area, it would look much better.

    As for the second shot, it looks really great.  I especially like the architectural style of those columns on the side.  Good job!
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