Well: -the new look completely fits with NS but...
-i think NS needs something fresh,and your map is just that: fresh. Working a little on the textures,u can give a little dirtier feeling,also in the marine area. then u got to blend to the infested area...i would use a level changing,for eg using some elevators that take marines in the generators rooms,pumping rooms etc etc <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> I think u got to hold on with the B/W texes and modify them. for the infested...well,NS tex aren't good cos the difference between them and the B/W is too much,u got to make/find something similar. if u are using(also if u aren0t) the Q3 evil texture set,in the evil8 there are a lot of metal/gratings,so u can use them as they are for marine area and put some infesting modifying them <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> Please hold ooooon!!!
DelaZInsurgency Mod Mapper, Texture ArtistJoin Date: 2002-04-27Member: 523Members
<img src="http://users.skynet.be/delaz/tech.jpg" border="0"> I'm consedering using some of the new evil8 wad. Some pretty textures I can use there. I will continue with the white hospital 'thingie' but only in a part of the map. I sended the flat black/white textures to HanzGruber and he will dirt them up. So they will fit the NS theme.
in case you didnt see, hanz gruber added a *cough* into the thread meaning he'd be willing to make your "clean but not quite" type textures which I prefer over your new style also, why dont you ask hans for some help <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Thoses olds shots you had creeped the living heck out of me. It was so clean.. that it was errie in a way, much more so then the current maps. I say finish that but if not these new ones look good but they remind me to much of all the current ns maps but that is just me. Keep up the good work. -P.S- When hans coughed it was like trane said. Its kinda like when someone is talking about another guy and the person is right behind him so the guy like coughs and clears his throat to warn him without saying the true words. Kinda confusing huh. o_O
I'm not entirely happy with the way they turned out...and as I said to delaz - if they are what he wants I'll fix up the tiling issues and so forth...delaz...check your email...another wad coming your way <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
I don't like it. The texture is too generic now... it looks like a hallway from ahl_asylum (an ActionHL level set in an insane asylum... very dull and dated, compared to NS maps).
The pristine white *worked* because it looked so different... only something futuristic could stay that clean. *Maybe* this texture would work, with infestation added, for the part that the aliens have gotten to. But when you compare it to the clean shots, I don't like it.
I just wanted to clarify, I thought the textures in the first modified pic (not the latest the one before) were ones I had done...but they weren't...they were based on my changes but delaz has added some stuff... the latest one represents my work <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
and just as a side point of fact...I've only played with two of the textures...so coil, don't be so quick to judge...wait for more <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Good work, but... (there's always a butt in the way isn't there?)
The arches have a art where they umm... go to a point... don't knwo how to describe where it is I'm talking about it's where the ines from the walls go to meet the ones on the ceiling and they form a X with the brush vertexes- it looks too wierd to me. also, I like the lighting the way it is, so that's fine (although a little colour contrast like a blue or green computer monitor on the side giving off light wouldn't be bad either <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->) what really stands out to my eyes is that roof and walls are too uniform for my personal preference- perhaps putting in a pipe conduit at a random part near the middle (but not exactly in the middle) that goes from the center of the roof over to one wall then down the side and into the floor. also putting in a locked door or two (these can be symetric, but not at every section of hte hallway) would take away from the uniformity. These are detail stuff I know, and you're just getting the basics done now, but I'd like to see this new style of map go in- it fooking r0x0rz my b0x0rz!
keep at it. I can't wait to see the infested areas and chokepoints in the rest of the map.
I'd say that last shot's just about perfect, DelaZ. It's clean enough to have the feel you were going for, but the textures have enough detail to make them look believable. I'm still not convinced about the texture that's on the front of the "frames" in the hallway, but overall this is a big step in the right direction. Great job <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
I like the 2nd shot a LOT more. Much crisper. Carry on. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Glad you're back to the orriginal idea, I hope you know you'll have t omake things alot more dirtier nearing alienspawn, a bob on a white wall will be easy to spot and shoot down, that last shot almost looks perfect, the only thing I'd change is that floortexture ,and thsoe warningstripes: any reason why they are there?
Just wondering if your are going to put in some doors? I think the ones similear to the ones featured on the Colony on aliens would look right at home.
Comments
-the new look completely fits with NS but...
-i think NS needs something fresh,and your map is just that: fresh. Working a little on the textures,u can give a little dirtier feeling,also in the marine area. then u got to blend to the infested area...i would use a level changing,for eg using some elevators that take marines in the generators rooms,pumping rooms etc etc <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
I think u got to hold on with the B/W texes and modify them. for the infested...well,NS tex aren't good cos the difference between them and the B/W is too much,u got to make/find something similar. if u are using(also if u aren0t) the Q3 evil texture set,in the evil8 there are a lot of metal/gratings,so u can use them as they are for marine area and put some infesting modifying them <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Please hold ooooon!!!
I'm consedering using some of the new evil8 wad. Some pretty textures I can use there. I will continue with the white hospital 'thingie' but only in a part of the map. I sended the flat black/white textures to HanzGruber and he will dirt them up. So they will fit the NS theme.
I absolutely LOVE your architecture. Even in the WC/Hammer shots, looks really good.
-P.S-
When hans coughed it was like trane said. Its kinda like when someone is talking about another guy and the person is right behind him so the guy like coughs and clears his throat to warn him without saying the true words. Kinda confusing huh. o_O
Like this?
Textures retouched by HanzGruber. Thank you
The pristine white *worked* because it looked so different... only something futuristic could stay that clean. *Maybe* this texture would work, with infestation added, for the part that the aliens have gotten to. But when you compare it to the clean shots, I don't like it.
and just as a side point of fact...I've only played with two of the textures...so coil, don't be so quick to judge...wait for more <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
The arches have a art where they umm... go to a point... don't knwo how to describe where it is I'm talking about it's where the ines from the walls go to meet the ones on the ceiling and they form a X with the brush vertexes- it looks too wierd to me.
also, I like the lighting the way it is, so that's fine (although a little colour contrast like a blue or green computer monitor on the side giving off light wouldn't be bad either <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->)
what really stands out to my eyes is that roof and walls are too uniform for my personal preference- perhaps putting in a pipe conduit at a random part near the middle (but not exactly in the middle) that goes from the center of the roof over to one wall then down the side and into the floor. also putting in a locked door or two (these can be symetric, but not at every section of hte hallway) would take away from the uniformity.
These are detail stuff I know, and you're just getting the basics done now, but I'd like to see this new style of map go in- it fooking r0x0rz my b0x0rz!
keep at it. I can't wait to see the infested areas and chokepoints in the rest of the map.