Ns Machiga

Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
<div class="IPBDescription">opinions please</div> Well, this is the style test for my map, possibly named NS_Machiga. I just wanted some opinions on whether it looked unique enough, and whether it was worth continuing.
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Comments

  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    And another.

    BTW The texturing aint finished, in the end it will be completely custom tex's.
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
  • BioHazBioHaz Join Date: 2002-02-18 Member: 226Members
    Archetecture is nice, wall textures are pretty flat and boring, lighting is also pretty nice. I would like to see a finished version of this. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I really should start mapping.. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    hmmm, this is the tex I made for the walls, I just can't figure out what to add to make it better.... Maybe some pro texture artist could fiddle with it and turn it into something special....
  • EstaranEstaran Augsburg, Germany Join Date: 2003-04-01 Member: 15117Members
    <!--QuoteBegin--Carbon14+Apr 2 2003, 05:00 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Carbon14 @ Apr 2 2003, 05:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> oops....the pic <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    the door to the left (texture!) looks great, but the architecture of this room looks quite like the marine spawn at eclipse, or not? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    hope to see some more pics soon.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Looking nice.

    I think the floor looks a little bland, I think it needs something to break up the monotony. Maybe an airlock sunken into the floor or a reception desk. Something along those lines.

    --Scythe--
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    edited April 2003
    Thanks for the comments people...

    Heres what it looks like now, this time I used the PS screeny adjustment method...hope it turned out right.

    **EDIT** Damn, not quite right, oh well you get the idea.
  • Black_Ops_Lerk_MasterBlack_Ops_Lerk_Master Join Date: 2003-03-11 Member: 14363Banned
    that is a very nice piece of work...

    You use worldcraft right? I'd use it if you didnt have to size everything from 3 axes.

    Now Unreal ED, theres a good editor!
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Wow, I didn't know you were such a good mapper, nice work.

    Judging by the Machiga logo and the blue lights, I take it your going for a cold and desolate feel. If this is the case then I suggest you make the textures slightly more 'techy' and put panels in them. Kinda like this one
  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    The first couple of shots looked very clean yet sparse... and the last shot you posted looks a little too busy... could just be my opinion though. On the textures... they look amazing, perhaps you should keep that texture as a base and add variations of it.
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    looking good carbon
    i especially like the use of the blue with the 'warning yellow' lights in that last pic. plenty of contrast without feeling rainbow.
    my texture suggestions follow those of mouse's. i would add some aggressive detail to the textures. your use of stains and highlghts are very well done, but they might be too subtle to pick up from a distance. and i feel that it's that detail from a distance that makes the walls standout a bit more.
    if you look at some of the wall_lab textures it sorta illustrates what i'm trying to say. take wall_lab8a for example, the details are relatively small lines compared to the rest of the texture and done in a dark contrasting colour that is highly visible despite their small size/width etc.
    i really enjoy your texturing style as a whole. that door is so sexy ~<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • 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
    Looking great, Carbon, nice lighting!

    I'm not too sure about using -completely- custom textures, becuase despite the excellentness of your texture work, you don't want to go -too- far from the whole NS "feel".

    Great work overall, I feel <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I think the textures could do with stonger contrast, I can't actually see any of the details of that texture in the screenshots, it just looks plain grey/blue. If you look at the offfical NS textures you'll see the highlights are almost white and the lowlights are nearly black, with your texture everything is nearly the same shade.

    UP THE CONTRAST! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Personnaly I don't like the combination of blue and orange lights, white and blue would have been better :/
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    It's a bit too.. square looking.
    It feels a bit like eclipse archi-wise.. but eclipse has that:
    /---\
    ......|
    \__/

    feel to it...
  • FANoelsonFANoelson Join Date: 2003-04-01 Member: 15104Members
    i agree. use white and blue. also the hallway in the left of the second picture i believe is a bit dull. seems nice otherwise.
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    Thanks for the feedback everyone. I think that this will probably have to do. I still need to add monitors onto the walls and such like, but this will be the marine spawn, so its nice and roomy.
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
    its come a long way, and all in good directions. i like it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • kidakida Join Date: 2003-02-20 Member: 13778Members
    one word: AWESOME!


    keep it up!! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    BTW: too add some ideas, why not add a unique* cable wire hanging from the cielings or the cliff edge? And maybe add a few different vent like textures on the walls; and also add a cool mist flowing into the door?
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
    oooh oooh! i've got one! frost on the windows! make it look REALLY cold!
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    ok, last pic I think... If anyone has anymore suggestions please voice them... Again, thanks for all the feedback, especially for Chrome's and FANoelson's suggestion on the lighting.
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    Nice work! Really impressing!
    Though green lamps giving blue light and yellow lamps giving white light seems alittle strange.
    I also will suggest to lighten up the ceiling (around the windows). It makes a cool effect.
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    I like the clean layout.

    Im so tired of all those map with really advanced architecture.
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    Seriously thanks for all the input people <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->, you can see how much it has changed from the start. I think I should now see if I can continue the theme succesfully, and apply it to a full map. Last few changes, Marcos was right I think about the skylights....
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
  • FANoelsonFANoelson Join Date: 2003-04-01 Member: 15104Members
    that looks very very nice. pop in some hanging wiresand other effects and itll be perfect. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Very nice!
    But i don't like the textures on the angles parts of the light fixtures... but that's just me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Still, very nice to see people make their own textures.
    Kudos!


    Few things: Make the steam close to the wall, or use the particle system.
    Take out the orange lighting. Plz.. doesn't mix well with the blue/green lighting which i find very sexy and original. Don't you dare take it out! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited April 2003
    Looking better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Architecturally I'd like to see a doorframe in the wall around the door. Cover can be good for marines too, imagine what it'll be like with fades launching acid rockets into that room, poor marines with nowhere to hide <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    If you start HL with the parameter -32bpp you won't get that dithered effect on the steam.

    Do the roof beams show up in commander mode?
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    That is really good looking room and the blue lightning is much better now without the yellow but now it looks a bit too bluish. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • UlatohUlatoh Join Date: 2002-12-18 Member: 10982Members
    *drools

    /me scraps current map out of sheer embarrasment
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