Ns Machiga
Carbon14
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.
Comments
BTW The texturing aint finished, in the end it will be completely custom tex's.
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-->
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.
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--
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.
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!
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
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-->
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-->
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 :/
It feels a bit like eclipse archi-wise.. but eclipse has that:
/---\
......|
\__/
feel to it...
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?
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.
Im so tired of all those map with really advanced architecture.
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-->
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?
/me scraps current map out of sheer embarrasment