Elysium

KilltoyKilltoy 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>
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Comments

  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    <b>The new docking arm corridor.</b>
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    <b>Redesigned service hangar.</b>
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    <b>New marine resource node.</b>
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    And finally...
    <b>A glimpse of Chalupamonk's sky.</b>
    <i> (CM - there will be more of that seen from other rooms, don't worry! )</i>
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    *jaw drop*



    <!--EDIT|Moleculor|May 07 2002,12:32-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    1 and 2 look a bit too dark for the marine start area.

    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.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    As you can tell, I was a little unhappy with how flat and seemingly featureless the old Marine start looked. I decided I was letting my concerns over plane usage intimidate me too much. To me, these new scenes fit with the action of NS a little better.

    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-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    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.

    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-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Oh my yes. Removing the core does improve things. The texture is... is it an HL texture? That looks familiar. It also looks blurry where everything else is crisp and clean and sharp.
  • CyonProCyonPro Join Date: 2002-02-02 Member: 154Members
    Yup yup, HL texture. But I agree that the room "sans core" looks quite good. Just slap some better tex on the core and it will = winner in my book <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    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.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I really like the way the first couple of shots have a busy feel to them, without being intrusive.  I think a spotlight or two would be all you'd need for the second shot there.  As for the other shots, I like the lighting.  I do agree with everyone else that once you replace that texture on the core, it'll look a lot better.

    I think this looks great, and I hope you don't spend too much time revising and remaking these areas here.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Thank you all for your comments! I really didn't have much time at the computer today, but I did try to get in some of your suggestions.

    <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:
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    And here is the new column. I plan to make some small changes, and I think I need to pull some more direct lighting onto it so I can get some shadow under it.

    <!--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?
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    LOVE that new column. The space around the base of it seems a bit bare, but I love the way it looks now.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    I added another catwalk to give the Marines better access and hopefully curb workmans comp claims. No railing or anything, so I know I'm still in OSHA violation. I must say tho, the top has more room than it appears.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    <i>"The space around the base of it seems a bit bare, but I love the way it looks now."</i>

    Agreed, molec. It almost seems as if it is floating. I'm hoping some shadow effect can help change that.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    I was thinking some pipes sticking out and then doing a curved right angle into the ground. Small ones (few units big) and large ones (typical size) spaced around it at 'random' intervals.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Wow. That new core is freakin awesome. Sorry, but I really don't have any other words to describe it. And that hallway... The lighting there is perfect. Utter perfection. I wouldn't change a thing.

    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-->
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    Great work on the first shot and the access corridor, but I dont like the custom/hl textures you used. That computer core room thing still seems bland/boring to me. I think using more NS textures and more contrast would clear that up well tho.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    I just noticed something on the core... the pipes seem a bit repetitive. Any way of breaking that up?



    <!--EDIT|Moleculor|May 08 2002,00:01-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    It looks great.  It's certainly a lot better.  The only thing that I have a problem with in the new coring room is that those blue lights on the wall don't seem to be giving off that much blue light.  They seem really overpowered by those small red lights.  And I think some lights at floor level at the bottom of the core would work well.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Greedo - You've hit exactly what has me still not satisfied with that room. The only shadows I can get are those from the 4 pillars. I think I'm going to ask Tekoa to scale back the brightness of that wall texture, as it seems to be reflecting too much light here. I've having a tough time getting the right balance.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    just a little thing, i think the glass at the top of the reactor is a little too opaque, apart from that its looking nice.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    As for the floor around the base of the pillar, I dont know if your rspeeds would like it, but maybe have the pillar set into a depression in the floor?
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Hehe, Yeah, I tried something like that... I don't think I'm keeping it.
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    Ooooo tight. I thought of something that would help break it up (though I like the way it looks bar the blue lights being underpowered) have shafts of light coming off the blue lights and pointing towards the node: like it's in a spotlight.
    I cant' wait to see more.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    I'm compiling a new and final (for now) redition. I've gotta move on to other areas of my map today.

    Screenshots a lil later.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    I'd change that floortexture or scale it down a bit, dunno but it bothers me, also it's used way too often, but if you're doing this to stay within the 4 meg texturelimit, I can't blame you <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> The problem with that column room is that the red lighting looks too weak, it isn't strong enough, doesn't stand out enough, and personally I think cold blue with soem very bright white spotlights on strategical places will look much better, oh and some fog/steam (coulant) close to the ground and/or core will look stunning, keep working on it <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> oh and that resource room on top of the colmun seems a bit blocky, tho that's maybe just the angle ?
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    For the record, I don't think the marine START has to be all that inviting... quite the contrary, perhaps.  The main base, certainly - that should be fairly orderly and bright.  But at the start, the marines are entering an unknown situation and shouldn't feel *too* at ease.  Think of "Aliens" - the marines' first entrance to the compound is dark, empty, wet, dirty, and filled with the remainders of a desperate, last-stand firefight.  When they reach their base of operations, the medlab, etc - THEN it gets clean and pretty.  But the start is anything but.

    I love these shots.  (:
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    The grating floor is gone. It was only an experiment to see what the effect on r_speeds would be. Since this room is directly adjacent the hangar, I have to be fairly conservative with the geometry of the lower portion of the room. Current build has r_speeds of low-600 from the far end of the hangar, so there isn't a whole lot more I will add.

    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.
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