Ns_shattered Pics
wrongwaygoback
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'>
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
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-->
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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.
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.
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-->
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.
edit: don't get rid of the pitch-black areas. DON'T!
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.
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 :-)
Dunno why, but i really love it.