Elysium

KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
<div class="IPBDescription">Update with your suggestions</div>Well, I've been very busy chasing down areas of this map I've buggered up. Over time I've had a chance to add some of the ideas suggested by various people here. Here are some new shots...

I'm still very dissatisfied with this area as a whole. But I think that may be due to my inability to fix certain map problems.

<b>Looking into the CC.</b>

Comments

  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    <b>Behind the CC, the first resource node.</b>
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    And lastly...
    <b>Looking back on the Marine spawn.</b>
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    /me blinks.
    /me rubs his eyes, and looks again.

    what the... it's still there!  I'm not hallucinating??
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    wow  <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo--> very well done, very clever texturing in the first shot, but (this is a very small but)in pic 3 the red lights on the floor, slightly hard on the eyes it's no big deal though. once again clap calp calp, keep it up
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Very nice! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> No doubt about that...

    You mention that you're still dissatisfied with the area... it's the lighting. At least that's how I see it. The thing that is so cool about that red airlock hydro thingy... is the bold, dramatic lighting. That seems to be lacking here. I think you'd be more satified if you applied some deeper, richer colors into the lighting while still managing to keep a nice professional/clean feel to it (the lighting). Experiment with some deeper stuff. Might like it, might not. Never know. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Other than that, this is really great! Very nice architecture and creative design/texture use.

    Can't wait to see more!
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    mmm, thats what i was going to say, some kool lighting features would really bring out the quality of the architecture and texturing.
  • DoctorJuiceDoctorJuice Join Date: 2002-02-13 Member: 212Members, Constellation
    It looks great architecture wise, but i agree that the lighting is an issue.  Especially with those red lights on the floor.  they seem to be too bright, and not casting enough light on the rest of the map...
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    By the way, you might want to throw the resource node in the lower area for game play reasons.  That way people can sneak up and fire on the area from the balcony type place.  Looks real good.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i think Ken is right, you should add some feet lighting or  ground lighting, that will provide some "futuristic effect", specially un the resource node pic, with that only white light. try to create more mixture (maybe some computer screens with blue light, etc... I must say it really looks very cool. i like much the way you texture the floor, its brilliant.

    ->  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
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