Ns_gasteiz first glimpse

DruBoDruBo Back In Beige Join Date: 2002-02-06 Member: 172Members, NS1 Playtester
<div class="IPBDescription">Please excuse the software glitch.</div>Here's the first ever seen screenshot of NS_Gasteiz, the map I'm working on with a friend.
That colored spike in the corner is what that floating "Natural Selection" logo looks like in software rendering, by the way.

You can read more about the map <a href="http://www24.brinkster.com/mattrye/NSWorld/Map.ASP?UniqueID=%7BA13A6868%2D0D7F%2D4B76%2D8768%2D092B62AA2DB2%7D" target="_blank">here</a>.

<img src="http://www.zeroping.com/images/screenshots/Screenshot1424_Fullsize-ZP.jpg" border="0">

Imagine seeing a L5 come charging at you out of that black hole at the end, flanked by some bobs on the ceiling.

Comments

  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    I think it looks nice, but you'll proably get a lot of people telling you to add white lights <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    My only criticism would be that the floor looks too much like the ceiling/walls.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    It seems a little flat.  I can't really see any particular depth or detail along the tunnel.  I don't mind the lighting too much, but I would definitely like to see something more than just the flat walls you have here.  Even some pipes running along the walls/cieling would add a lot to this area.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    It looks like I'm playing Aliens vs Predator 1 with the Predator's EMP vision mode on. Just too much red, and there's not much really to see.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Maybe not necessarily white lights (I favour yellow more, for something like this), but yes, some alternate lighting to break up the blood red.

    Also, perhaps something vertical to break up the parallel horizontal line theme going on here - like some supports along one or both sides...
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    ahh looks good DB, a bit too red for my tastes though, and i really agree with greedo, add a few pipes, and make it a mantanience tunnel or such <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • MistahRedrumMistahRedrum Join Date: 2002-01-25 Member: 81Members
    I can already pictured that place being a death tunnel. First team to build turrents there wins and whoever didnt make it better take another way. It looks nice but all the red kinda hurts my eyes. Also like it has been said before, it seems bare. Add some broken pipes, part of a caved in wall or something to stop it from looking like you died and are walking down the tunnel to hell.
  • yesukaiyesukai Join Date: 2002-04-17 Member: 464Members
    Its... an arched tunnel... um.. takes about 30 seconds to make one in WC.. whats the special thing here? The fact thats its annoyingly red from unknown light sources?
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    its cool, but REALLY to repetitive... have some things that change the same red and red and red... but dont make that repetitive... so if you place some white/yellow lights, make one of the less bright (like it is broke) or turned off or something. This breaks the pattern, looking more and more interesting... i wanted to show you DaveJ's 51 editing tips... which are REALLY handy, but the links dead...
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    yeah, break up the walls, break up the red, some contrasting lights would do nicely, also, tone down the brightness of the red and/or make then light_spots so they obviously come from the light fixtures.
  • DruBoDruBo Back In Beige Join Date: 2002-02-06 Member: 172Members, NS1 Playtester
    yeah, the more recent version looks different. I hesitate to break up the walls however, because when I first looked at it I imagined a level 5 charging at me from that black part back there (which right now is just a brush textured with "black", thought that'll change) with some bobs on the ceiling. emphasis on the bobs, I think that'll look really scary. To break up the red though, I tied those light fixtures(you can see them, right?) to a func_wall and set the minimum light value to 1. so they glow a little and that makes them stand out. I'm going to have more than one hallway like this in the map, so I'll do different things with making them each look a bit scarred.

    Any texturers: see that wall texture? that's wall_shaft from ns.wad. I'd be happy to see some variations on it.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    What would look REALLY sw33t in here is if you had the red lights going off in succession, travelling down the hallway - the "walking lights" mentioned in another thread, except applied to the whole tunnel.  Maybe the tunnel is *dimly* lit with white light normally, and every second or so there's a pulse of red light down the length of it.  Trippy.... (:
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