Ns_shattered Pics

wrongwaygobackwrongwaygoback Join Date: 2003-03-02 Member: 14237Members
<div class="IPBDescription">feedback! feeeedback!</div> Hey all,

I'm looking for comments/feedback on some more ns_shattered screenshots.

The following areas are a small section of the lower levels of the facility, heading towards one of the hives. I've included a screenshot of a marine view and a skulk view of each area shown. The upstairs lighting will be pretty different to the basement. Yes, these pictures have been adjusted for gamma. Soz they're so small, bandwidth limits. R-speeds are in the 400-500s, unless you back into a corner, where it hits around 650.

Coming just off the staircase, Skulk view:

<img src='http://www.wrongwaygoback.com/images/designforlife/ns/screenshots/screenshot_6.jpg' border='0' alt='user posted image'>

Marine view:

<img src='http://www.wrongwaygoback.com/images/designforlife/ns/screenshots/screenshot_5.jpg' border='0' alt='user posted image'>

A small room, Skulk view:

<img src='http://www.wrongwaygoback.com/images/designforlife/ns/screenshots/screenshot_1.jpg' border='0' alt='user posted image'>

Marine view:

<img src='http://www.wrongwaygoback.com/images/designforlife/ns/screenshots/screenshot_2.jpg' border='0' alt='user posted image'>

Another long hallway, Skulk view:

<img src='http://www.wrongwaygoback.com/images/designforlife/ns/screenshots/screenshot_3.jpg' border='0' alt='user posted image'>

Marine view:

<img src='http://www.wrongwaygoback.com/images/designforlife/ns/screenshots/screenshot_4.jpg' border='0' alt='user posted image'>

Comments

  • EviL_DaVeEviL_DaVe Join Date: 2003-02-06 Member: 13183Members
    Very nice m8 , lighting seems real nice , if abit dark in afew places , but overall i think it looks like a very nice map <!--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
    Those last two pics are great.
  • Grizzly_TankGrizzly_Tank Join Date: 2003-03-13 Member: 14472Members
    NICE !
    yeh , a bitt dark maybe but thaths not a bad thing...

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

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • gagglegaggle Join Date: 2002-12-11 Member: 10568Members
    For what it's worth I think that yellow glob of hologram interface thing looks kinda.. ugly. Like it's out of place, just stuck there on the wall.

    The second set of shots looks like that room is pretty empty, but otherwise things aren't looking too bad. First set looks like they could be part of a perfectly happy NS level to me.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    3rd and last pics are really cool. except for that orange thing stuck on the wall it looks out of place!
    orange + greeny blue light is kinda cool. Way too dark in most places though.
    Brightin it up a bit and it should look much better! keep it up.
  • LonixLonix Join Date: 2003-01-27 Member: 12811Members
    oo its got that dark moody feel to it.
    The lighting reminds of alien 3 in the last pic.
    Like everyone else the yellow hologram does look slightly out of place but im pretty sure u can remedy this with a simple rim around it.
    There arnt too many real dark maps to add tension to the atmosphere but u gotta try an say why its dark like that, engineers in the future wouldnt just make a corridor dark unless genetic engineering has alterd the human eye so we can all see in the dark well..
    Over all it looks excellent.
    the green lighting there is very purty <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    Slap in a few light_spots..every map needs a few of these placed thruout the map to light up certain areas <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • DaddenDadden Join Date: 2003-01-08 Member: 12015Awaiting Authorization
    I really like the orange grenn lighting in the last 2 pics.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Great lightning!!!
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    edited May 2003
    Awsome dude, awsome.
    Just get rid of the "pitch black" areas and this map could be prefect!!
    keep us updated plz!!

    edit: i like the last picture best.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    edited May 2003
    looks kind of tan-bland, but the last two pics rock. I think it's because they have a different color in them... strive for that on the other places.

    edit: don't get rid of the pitch-black areas. DON'T!
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    sweet darkness......
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    Great work. I agree, don't get rid of the pitch black areas. I like havin places to hide, makes it more stressful. Aliens being able to hide all over the place, all those black corners, ah, gets the heart movin.
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    I love the architecture, I love the lighting, man lemme tell you those light colors fit together perfectly... just wow <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    The lighting seems..dodgy.
  • wrongwaygobackwrongwaygoback Join Date: 2003-03-02 Member: 14237Members
    Thanks all for the feedback - glad to see it's mostly positive. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    That bare room is more a hallway between two areas than anything. I'm gonna kill that holo there, it was kinda stuck in at the end. ~Maybe I'll stack it with crates instead.~

    I think i'll add some little red lights in the first couple of pics to see how it looks.

    Overall, the darkness on the lower levels is because most of the lighting has failed/is failing as the aliens destroy more and more of complex. The upper levels will be much brighter. I'm thinking a sort of clear deliniation of property, almost.

    I don't want to be one of those designers who are like, "pitch black = instant mood", but I certainly want it in the corners so that skulks can get the drop on marines (literally). In most areas if you look directly forward the walls are lit, so if there's movement at eye level you'll easily see it. But marines will probably be tapping flashlights on/off to check the roofs on the lower levels.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    this is really nice. We are really starting to see some quality maps at the moment. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Use High Contrast Lighting - Strive to make the lighting feel dark without being dark. A near-dark corner or two is fine, but never make areas that are completely dark. This promotes replay and reduces general frustration. Use high contrast areas to promote a feeling of darkness. The env_gamma entity can increase the contrast of otherwise washed out maps.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    That was straight from the official mapping guidelines. I know screen shots are usually a bit darker than the game is, but keep this in mind. I personally would LOVE pitch black places to hide, but officially it's a no-no :-)
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    you could just make the hologram emit light
  • exoityexoity Join Date: 2003-03-17 Member: 14620Members, NS1 Playtester, Constellation
    Yea, the lightining isn't very good.
  • 129th_lerk_airborne_division129th_lerk_airborne_division Join Date: 2003-05-05 Member: 16069Members
    edited May 2003
    The last two pics are brilliant <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> you deservse a pat on the back. btw make sure you havent got a area where you can seige to hives at once and vents could be handy <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Your best selling point of your map, imho, is the contrast between the green and the yellow/orange lighting.. which personnaly, i love very much.

    Dunno why, but i really love it.
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