Ns_escape
Doodle_Bob
Join Date: 2002-05-12 Member: 603Members
A map I've been working on. Real early screens though. And now to tell me how it sucks. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
<img src="http://dodsigs.homestead.com/files/ns_escape0004.jpg" border="0">
<img src="http://dodsigs.homestead.com/files/ns_escape0000.jpg" border="0">
<img src="http://dodsigs.homestead.com/files/ns_escape0004.jpg" border="0">
<img src="http://dodsigs.homestead.com/files/ns_escape0000.jpg" border="0">
Comments
I certainly like your architecture there, but the lighting could probably use some more work. Don't know how much this will help you, but I'd try for something a little more dramatic in that department. I'd also try for a little more contrast. I don't mean make it darker... I mean contrast. As in dark against bright... or more commonly known as shadows. Heh.
Also, I can't say I like how the green blends in with the orange there... kinda... bleh. Could just be me though.
Anyway, keep at it! With some lighting work, this could be something really nice.
Normally you'd be considered a quite excellent mapper if you can accomplish something like that. Don't be discouraged by some of the shots you see us other guys posting in the forums. I don't mean to brag, but we are litterally almost the best mappers in the HL community. I doubt there's a single mapper in the world that wouldn't be impressed with those shots. Keep up the good work! You're on your way to fame
Yeah, I think so. Either that or it slows the game down by other means.
A lot of people around here have expressed a large interest in a flooded level though. I'd say go for it! If it doesn't work out, the experience and learning involved alone, will make it worthwhile.
It'd definitely be cool if you could pull it off. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
The one thing I thought would be cool is to have the glass walkway make it easier to get to a certain hive. But in order to do so you have to make your way through vents to get into the room, weld a panel that controls a drain, thus making the room drain of water allowing the doors to open and close; giving access to it.
But this is just stuff I have floating around in my head.. I have to write a 5 page English term paper by Wed so I won't be doing any mapping till I finish my rough draft. <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> stupid English
Also, the underwater planet idea has definitely been thought of. Nothin' is stopping you though. Don't let it.
[edit]Forgot, you probably don't know the Hera fog trick. It's basically very large sprites at very low levels of opacity spaced at even intervals along a corridor to give it a fog look. The same thing could be done to limit visibility in the water.[/edit]
<!--EDIT|Moleculor|May 13 2002,17:23-->
Just an idea, and really hard to explain, but I'll do my best:
You've got a small room with windows looking out to the water on the east and west walls. The north and south walls contain passageways that progress forward (north and south, respectively) a little ways, and then bend away from the room at a 90 degree angle.
Filling the enitre room is a worldbased "env_fog" entity. You would then set the fog starting distance to be *just* outside the window. A deepish blue color and somewhat thick density. The thing is, if the fog only starts just outside the window... no further in... and the room is sized perfectly so that the fog won't peek through when turning your view (hence the smallishness of the room), it'd probably make a pretty convincing water fogging effect on the outside of the window, without actually fogging your view inside the room.
Or... that's the idea anyways. *shrugs*
Also, if you want the water to simulate 'crushing' depths, put a small trigger_hurt out in the water so that a blinking Blinky blinking out into the water will start taking damage.
The key is to make the room quite a bit wider than it is long. Wider east and west that is.
Then again, what would happen when you walk through the room... the fog would move... :/