Spinky Corridor

sySTEm1sySTEm1 Join Date: 2002-12-20 Member: 11222Members
<div class="IPBDescription">one screenshot</div> all evening i been playing round on hammer with a few corridor/room designs for intrepid. after a few hours of messing with different designs i came up with this rather spinkyish corridor. bit different, and yes i know im using the so-called 'over-used' textures but its only a test, prolly will be using the design in the map somewhere, but prolly different texturing.

i know the lighting looks VERY intense on the pic, i had to use photoshop to turn brightness up as picture was dull, seemed to over-do the lights, they are not this intense in the map, but they do need configuring. and ignore the wall at the end of corridor its just to block the ends off <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

Comments

  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    high thin corridor makes me feel small.
    good.
  • sySTEm1sySTEm1 Join Date: 2002-12-20 Member: 11222Members
    edited January 2003
    plane count? pah. i hate limitations. and dont always use the hax, tis just better for screenies
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    Cool. Its... erm... 'spinky'.

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Killer_Chalupa1Killer_Chalupa1 Join Date: 2002-10-10 Member: 1468Members
    The only problem I see is instant skulk death. The skulks travel on the ceiling, and those beams don't extend out farenough to give them cover, and there is too much light up there. Otherwise, it looks very pretty. btw, wtf does "spinky" mean?
  • sySTEm1sySTEm1 Join Date: 2002-12-20 Member: 11222Members
    i dunno, someone else said spinky on another post and i found it quite funny, so i copied him *evil laugh*
  • biofrogbiofrog Join Date: 2002-04-26 Member: 522Members
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Hmm...what it really needs is more contrast. More contrast in the lighting, more contrast in the texturing (stay away from wall_lab unless you want a lot of complaints about "Eclipse textures" or other cr4p) and more contrast in the walls--they look a bit too straight. Other than that (heh) it looks good. No, really. Just a few small but crucial tweaks could make it look real nice.


    Btw, if you wanna sound <i>really</i> leet, you should spell it "spinkee." It means cool, nice-looking--kinda similar to s3x3h <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->.
  • Mr_HeadcrabMr_Headcrab Squee&#33;~ Join Date: 2002-11-20 Member: 9392Members, Constellation
    very nice, but consider adding dangling cables or alien spittle from the ceiling, giving the needed skulk romping grounds
  • DoctorJuiceDoctorJuice Join Date: 2002-02-13 Member: 212Members, Constellation
    I say keep it like it is, it's not like the <i>entire</i> map has to be skulk-friendly...
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    I'd really ignore the "OMF ANOTHER ECLIPSE TEXTURES MAP" comments, use them if you really need them or fit on your theme.

    And, well, aside from the lighting, it looks pretty good. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    I agree... the textures are available for re-use. The more textures you re-use the less resources your map will require. Otherwise, you'll end up with having to create your own .wad or packaging additional seperate files which don't always get installed properly on player machines which cause issues with your map. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    Umm make the ceiling darker, it may be good and tall but there is no real hiding groudn up there, maybe some wires and a pipe or two running across the top.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Looks spinky <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    I wouldn't have too many corridors like that as they'll take up planes, and I wouldn't make it too long either. Long, high corridors play hell with your r-speeds, I have found. Otherwise, looks good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • BytorBytor Join Date: 2002-11-19 Member: 9323Members
    <!--QuoteBegin--Mendasp+Jan 8 2003, 10:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Jan 8 2003, 10:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'd really ignore the "OMF ANOTHER ECLIPSE TEXTURES MAP" comments, use them if you really need them or fit on your theme.

    And, well, aside from the lighting, it looks pretty good. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Exactly ... the people that complain about the wall_lab textures are the same people that complain about anything popular like Microsoft Windows (while they are typing on a Windows machine ... bah.) People just have to go against the grain sometimes.

    I love the wall_lab textures and will be using them on ns_cygnus, coming hopefully some time this year. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> That texture set has lots of variety, plus infested versions, and many good trim textures. No reason not to use them. Just don't over-use them, and that statement goes for any texture set.
  • BytorBytor Join Date: 2002-11-19 Member: 9323Members
    edited January 2003
    <!--QuoteBegin--sySTEm-+Jan 8 2003, 10:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sySTEm- @ Jan 8 2003, 10:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->plane count? pah. i hate limitations. and dont always use the hax, tis just better for screenies<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Why not just take screenshots in ready room mode? Nothing on the screen at all. Works great for shots taken from a viewpoint accessible to the marine model. Obviously, if you wanna climb up a wall and take a shot from the ceiling, you'll have to go alien, but using ready room mode is great for most shots.

    As for the hallway, I think it looks cool. As has been said, the lighting is too flat, needs more shadows, but that may just be because of your PS edit. The only thing I guess I don't like is that is has a kind of medieval look to it ... the high arched ceiling doesn't really fit the theme of NS, at first glance. I'd really have to see it in the context of a map to say for sure, but that's my first impression. Might just be the angle of the shot, too. Regardless, the design and texturing is "spinkeh".
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    edited January 2003
    Not all corridors have to be good for skulking, ya know. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    If you really need a 'skulk factor' here, then place a pipe near the ceiling but leave enough of a gap for a skulk to run along top of the pipe. The skulk couldn't jump down into the hall, but could use the pipe as a 'vent' and traverse the hallway without worry, since marine shots would be blocked.

    Not necessary though, I love the hallway as it is!

    And as for the "don't use eclipse textures!" ... why not? Maybe your map is another Frontiersman facility.. and it makes sense that certain stylistic elements and panel designs were used in a number of outposts, not just one.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    True not all corridors should be skulk friendly, but in a large corridor like this which is quite hight it has an excellent chance to be one and would be a wasted oppurunity.
  • sySTEm1sySTEm1 Join Date: 2002-12-20 Member: 11222Members
    i am likely to set some kind of 'skulking element' into the corridor, the design does look futuristic imo (why shud everythin have to be how we invision the future? this is my future <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> rofl) the corridor will only be used twice and will only be this length. and as for the textures, i am thinking of getting my own texture pack done, similar style to eclipse but different colours and designs.

    thanks for all the feedback. and as i said the lighting will be changed, im going off the huge lights on the struts now, so we will see <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
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