New Helios Screens

Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
<div class="IPBDescription">Focus on the more "tech" part of it</div> Few new screenshots as we approach a playtest... maybe today.

First is a small crossroads room that has a res node in it, no name yet if I plan to put one...

As always screens are slightly darker than they actually are.

Comments

  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Res node above containment hive, its only accessible by skulk, marine jetpack, or blink. (Or phase gate, later, but jetpack has to come first) Its not nearly this dark in game.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Musty hallway near marine spawn.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Unfinished room, but has a nice grate with steam coming out of a pipe beneath the catwalk. I plan on making this hallway more interesting somehow, we'll see. Its near the temple hive.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Thats all. Feedback welcome as always. playtest coming soon on one of joes servers, maybe tonite. I'm nearly finished with pre-beta work.

    Req
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    hmmm.. you will see, its much to dark.. imagine the enemys are as dark as your waepon is.. but you will see that on the playtest. Except from that, looks not bad... but there is a real lack of details...
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    No its not as dark as it looks, you should read the first post.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    It's not bad, but it's very bare, which is brought on mostly be too much open floor space. There's also a lack of detail, especially in the lighting. Try varying it with coloured lighting and/or light_spots.
  • Cash_Car_StarCash_Car_Star Join Date: 2002-11-03 Member: 6448Members
    Really gray. Toss in some mildly colored lights to splash on the sides of the walls and ceilings. Also, I don't like where the seams fall for that wall texture in the third pic.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    requiem.. you will see, compare the waepon with the ground and you will see that its too dark.. but dont believe me, you will see (try some bots, just make some spawnpoints)
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Asraniel: Talk -to- me instead of down to me and I might actually pay attention to you.

    As a matter of fact I've already played with bots and the lighting is about how i want it for most of the map. Its not too dark.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    it wasent my intention to talk down to you, but i had the same problem with ns_napo and when i walked trough i was shure its not to dark... but when i playtested it it was the first time i saw the aliens build sensory first.. yes, for hivesight.. and then i knew that its too dark
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    To the rest: I'm still working on detailing, this is for general idea of the layout and types of rooms it will include. Its at least a week from completion (completion = all rooms completed except minor details), but its ready to be playtested for balance and layout today or tomorrow.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    The effect Im attempting for here is mostly bright enough, but not QUITE bright enough in a couple places so that its good to hide in.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    I would agree that it looks
    a) Very bland lighting. Little color, or lighting manipulation is really coming through (as a side note don't post 'not finished yet' images. We'll all suggest the things you have yet to do).

    b) Very uninteresting rooms. Use filler to create lots of crazy crap, and rejoice as it looks splendourous (eg: pipes, blocks, ramps, rails, cranes, fans).

    c) light_spots provide the effect you are looking for.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    I know, light spots are always the last step for me.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    One thing I need: Ideas. Its supposed to be a lab environment, a very sterile lab environment. What can I add and keep the theme like that... obviously crates and MOST pipes are out. I've added a few but Im trying to keep pipe usage to a minimum.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Computers, water towers (like some kind of calm coolant machine).

    hmm... stuff. stuff like that.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Already got computers in almost every single room, of some kind. Its an archaelogical dig site, hence the egyptian type stuff in a few places, to model the temple hive I went back and looked at the pictures I took when I went to the temple of horus, its based on that.

    Still trying to figure out what to put in a couple rooms to make them more interesting. Windows are out, this thing is underground. Crates are out, its a lab, not a warehouse.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Dig eh? So then there's in doubtably going to be rubble, diggers and... dust I suppose.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Already got rubble, digging tools, and lots of dust (dustlight texture used for many maaaany light beams), and also kind of a silt layer of dust/fog covering many floors. (A nice new trick I figured out)
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Well then you have me stumped. At least I tried.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    Req you should try to take any kind of comment about your map in the best way possible, as you come here for feedback. Everypost you make and someone says he doesnt like your work you get angry. stay calm.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Yeh. You can get some crushing comments, but you have to take them in the lightest of spirits. All people can see is the screens you give them.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    I don't recall a single post here where I got mad. If I disagree with someones opinion that is my own business. I always appreciate constructive feedback. Saying "this sucks, its bland" does not help at all, because some people think it looks great. I would like some more specific feedback if you think something sucks, else I can't change it so that it doesn't suck.

    Req
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Interestingly enough saying 'Lookin' good' or 'OMG TH4T L00k5 5W33T!!!11' is just as usless as saying 'It sucks'. But with compliments you know you are on the right track <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    I have some rooms similar to that, a decon room would not fit the theme I'm working on, however I do have a artifact examination room. We'll see how the playtest goes this weekend.
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