Elysium
Killtoy
Join Date: 2002-03-28 Member: 358Members
<div class="IPBDescription">...still alive!</div>Hey guys, I've been mad busy with all kinds of stuff, both with mapping and real life. Not to worry! I have been cranking out some good stuff in Elysium. I've been pretty scattered, just trying to flesh out the basic look of the map. This area just kept being a stumbling block for me, so I put some time into it. Lemme know what you think!
BTW, I already plan for:
More lighting. Running lights along the overhang outside the hangar, plus some (blinking?) lighting up along the girders.
A force field. Some additive effects on the sublight, etc.
Oh, sprites and volumetric on the existing lighting.
Probably something I'm forgetting now, but I'd rather hear your ideas anyway...
And so, with no further delay, the Elysium Hangar:
<i>On final approach...</i>
BTW, I already plan for:
More lighting. Running lights along the overhang outside the hangar, plus some (blinking?) lighting up along the girders.
A force field. Some additive effects on the sublight, etc.
Oh, sprites and volumetric on the existing lighting.
Probably something I'm forgetting now, but I'd rather hear your ideas anyway...
And so, with no further delay, the Elysium Hangar:
<i>On final approach...</i>
Comments
Though I'm curious if this is in a area lots of players will be going through, causing lag if the r_speeds also are high... I'm not a mapper nor a playtester so I don't know how much it would affect things.
A quick suggestion: The floor. Is that the texture you created? Looks like it... Now that I see it ingame, it looks a little too clean. I mean, with the current surroundings that is. Dirty walls and clean floor... looks kind of odd. Perhaps if you added some more wear to the floor it would look a little more natural. I mean, I usually don't mind a little illogic here and there, but this kind of stands out. Just a visual thing.
Other than that, this looks fabulous. Awesome work, can't wait to see more.
(Note: You mention the future inclusion of more lights... I'd suggest you make a few of those colored accents.)
Yeah, I agree completely. At some point when I'm inspired to work on textures again I'll see if I can't find something a little more dirty and better suited.
Tekoa went away to be a camp councilor, so I lost access to his abilities. (And his last couple textures were <i>gooooooood</i> and very well suited to the NS theme, IMO.)
I'm trying to think up how I'll add some color in the lighting... I'll find some way to do it.
They use totally standard settings, and I used the same texture for all unculled faces.
<!--EDIT|Killtoy|June 04 2002,21:14-->
First of all, you asked for more color...
The lighting isn't fianl here, but how about something like this:
<!--EDIT|Killtoy|June 06 2002,16:12-->
The glow sprites on the running lights need to be inversed. Currently they draw when the light is off, and disappear when the light triggers. I've set them to be initally off, but the flag seems to be disregarded. I may have to make a trigger_auto to turn them off at the map start.
General light tweeking - including making the running light a bit more red.
I think I'd like a different sky for this map. I like this sky a lot, but I'm afraid it is a little bit much for this scene. I have the same feeling in the bridge area, which faces the same part of the sky.
...and thats about it. I'm really ready to move on and get more of this map done. I'm starting to get excited about how it'll look.
<!--EDIT|Killtoy|June 06 2002,16:24-->
It just conflicts with the ambience I've created in both this room and the Bridge. What I may do is rename the different sides of the sky, effectivly rotating so a different side faces the hangar. We'll see.
Concerning the sky. I agree... it needs to be darker. Less vibrant, and busy or active. A simple starry sky would probaly work best here... otherwise it really distracts from the mood being set here, and actually the believability of the setting. It's a very nice sky, but it doesn't fit here well.
Other than that.... Mmmm...