Ns_reaction followup images

tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
first i'd like to say to MonsE: thx for the mapper feature and to Ekaj: you have some of the greatest brushwork skillz ive seen.

as a followup to RR's pics, I'll give some lovin' to the forums.  the first pic is in the lab area that leads to a hive...  there is a hackable circuit board that can fry aliens if they come too close around the hallway straight ahead.(dont worry, it's on a timer to prevent spamming the thing lol)

<img src="http://www.personal.psu.edu/users/t/j/tjd159/ns_reaction_b2d.jpg" border="0">

Comments

  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    ...and here we have a side view of the Stingray dropship - it's fully functional and can carry 16 marines...  for now the CC is in the ship, but i may move it out.  i am also in the process of re-skinning the ship with new textures...

    <img src="http://www.personal.psu.edu/users/t/j/tjd159/ns_reaction_b2e.jpg" border="0">
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    *EDIT* sheesh, started replying before 2nd pic was posted, this stuff only for first one: */EDIT*
    Looking quite nice, glad you put that timer in to prevent spamming <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    That light fixture on the right side of the screen, with the thing attaching it to the ceiling, it looks like it isn't connected to anything, is that just from the screenshot angle?
    Also, the floor texture looks a little strecthed to me...

    Otherwise, it is looking good, like the knocked over...thing on the right <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->


    For the 2nd screenshot *GASP*...the lighting, the dropship, the gridwork, all amazing! My only poinetr is the lights on the brown traigular pipe work looks pretty loosely attached when it is only touching one bar, maybe add some more connections there.



    <!--EDIT|Comprox|Jan. 31 2002,23:47-->
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    good call...  i actually have a new texture for the overhanging lights there...  just havent slapped it on there yet <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Textures:  Great
    Architecture:  Great
    Lighting:  Great
    Ummm...  Everything Else:  Great
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Arne't those replies really helpful, eh Greedo? It's like telling a student they did good on a test, but not tell them what they did wrong <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->

    Nah, your post good for that old mapping ego! I would want that if I ever dared showed pictures of my map! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Comprox+Jan. 31 2002,23:00--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Comprox @ Jan. 31 2002,23:00)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Nah, your post good for that old mapping ego! I would want that if I ever dared showed pictures of my map! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--><!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Well, you won't be getting any of that from  <i>me</i>, that's for sure.  Heh.
  • Space_ApeSpace_Ape Join Date: 2002-01-27 Member: 114Members
    Ive been waiting for the occasion to compliment you on this masterpiece , and now is the time!  What can i say , this is just mapping a the next level really!  So much action, details , crisp architecture , really brings you in the mood !! Im really looking forward to seeing this one in action , great work! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • HowlingHowling Join Date: 2002-01-26 Member: 97Members
    I <b>LIKE</b> it! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Nice lighting and that spaceship is a cool touch of originality.
  • The_ProThe_Pro Join Date: 2002-01-26 Member: 96Members
    nice. but you should change the texture of the dropship´s front window.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Could....uh...I have that dropship?...My dropship seems to look like a funny block with walls.
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    yea i agree, like i said, im retexturing this beast from scratch.  its a pain lining up the textures in photoshop to the actual dropship.  once i get the textures looking decent ill be posting a new pic.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    This map seem like it's gonna be real dynamic! I think the textures are good, just the flames, they don't seem real enough, but i'm sure this map will have some great qualities and i'm sure this will be a very special map.
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    Looks really nice but I think you went a bit overboard on the lighting contrast.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    I actually think the lighting contrast is part what makes the pics so great. Using the spotlighting technique really allows a room to have good brights and darks, which make it seem spookier than just low lighting. Relic does the same thing in NS_Bast (like his engine room hive), and it gives thing a really edgy and cool look.
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    Yes I think its a good way of lighting stuff, but when the lit area is almost pure white it just looks odd imho. Maybe you should make it fade out more gradually (or make the lit area slightly darker).. Anyways the lights in the 2nd pic look great.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Nice shots! Keep up the great work <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    i love the lighting.  the spotlight effect is very cool looking.
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    yea about the contrast - that was added via photoshop so there are slight differences in the actual map.  i think the best thing about upping the gamma is that it brings out the <i>colors</i> of the lighting and textures.  so gamma is a matter of taste - u either love it or hate it.  the only thing i dont like about it is that it makes light-emitting textures superbright which looks unnatural.  i think the key to that is you have to turn down the brightness of the texture by A LOT - until its almost black.  i'm experimenting with this.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Keep us posted on your findings, I think it would be helpful for other mappers as well.
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