Elysium
Killtoy
Join Date: 2002-03-28 Member: 358Members
<div class="IPBDescription">3rd times a charm, eh?</div>Okay guys. The Marine start area has been bugging me for a while. Enough so that I went back and did a complete redeisgn again. I am very happy with the first look, so I thought I'd share them with you folks.
Still in early stages, expect more to be added. Comments are welcome and encouraged.
<b>The redesigned corvette airlock.</b>
Still in early stages, expect more to be added. Comments are welcome and encouraged.
<b>The redesigned corvette airlock.</b>
Comments
<b>A glimpse of Chalupamonk's sky.</b>
<i> (CM - there will be more of that seen from other rooms, don't worry! )</i>
<!--EDIT|Moleculor|May 07 2002,12:32-->
The area under the resource node also looks overlit to me. I would recommend making that platform larger, it's going to be cramped to get marines on there to build the resource gatherer.
As for the lighting, chromeangel, I'll see what I can do. Doing lighting for NS reminds me of the story about Goldylocks and the Three Bears. "Just right" is never the one you try first. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Regardless though, glad to see you off to a great start on this newly designed area!
-Edit- On a second look, I covered up the actual "core" with my hand. The ambience in the room was significantly upped. I think the texturing on the actual core itself just needs to be a bit darker and more dramatic. I'd avoid the HLish textures there at least. The room would look really great if the core was more fitting.
<!--EDIT|ken20banks|May 07 2002,13:22-->
Also, it's hard to tell on this monitor, but the few dark shots at the beginning look like they have some interesting design. I agree also that the marine start areas shouldn't be too dark, but you should be able to make them gloomy if you want, just as long as the marines don't have any trouble fumbling around trying to build base defenses and such.
I think this looks great, and I hope you don't spend too much time revising and remaking these areas here.
<i>"Everything looks wonderful except for that computer core looking thing. I just don't like the "feel" it gives off. The mix of texturing and lighting there is not really what I'd expect." - Ken20Banks</i>
...and other said much the same, I think. This is cool, I hadn't seen these posts until now. I'm glad you guys all think the column was out of place. I did too. I think you'll like these shots. Mind you, this is only a few minutes work, I think there is still room to improve.
Well... the access corridor, again:
<!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
I don't know. I love it, and yet it seems too big for the room. What do you guys think?
Agreed, molec. It almost seems as if it is floating. I'm hoping some shadow effect can help change that.
Criticism:
This is all redundant considering where you are progres-wise... but yeah...
-Lack of railage. Is there a reason you opted to leave railings out on the ramp there, or have you just not gotten there yet? I'm also guessing it might look bad. Perhaps a custom texture would suit that nicely...
-Lack of Particle Systems. I bet some PSs could come into play veery nicely at the core. I wouldn't overdo it though... perhaps just some random steam bursts. Not so sure a constant one would be fitting.
-Lack of things to criticize.
-Edit- On second look I did find something I didn't like at all: The texturing on the side of the ramp there. It's the same as the stuff above and I don't think it's working out best there. It works great up near the window, but not on the ramp. I'd go for something darker. Same for the wall adjacent to the ramp. I'd do something totally different there too. As long as it keeps the feel the room has now... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<!--EDIT|ken20banks|May 07 2002,23:13-->
<!--EDIT|Moleculor|May 08 2002,00:01-->
I cant' wait to see more.
Screenshots a lil later.
I love these shots. (:
Current build is more along the lines of what Plaguebearer suggested, and looking pretty good.
Coil - I couldn't agree with you more. I'd like the immediate areas the Maries move through to be impressive, but also in some way forboding.