6 images shalt thou view

KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
<div class="IPBDescription">...forget about the 7th, i lost it.</div>What?! You thought I gave up?! Well, I almost did.
All week I spent fruitless hours in VHE, unable to produce anything I wouldn't quickly delete. Then, my creative energy returned to me, and I finally hammered out a beta of the 2nd hive for Elysium. Behold!

...and comment as you wish.

<b>Entering from the "direct" route.</b>

Comments

  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    <i>And yet...</i>
    <b>Upon stepping into the water!</b>
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    /me waits for 4 more. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    I've dubbed the thing in the center, "The Filter" as it looks like a car's oil filter to me. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
    <b>Going around back...</b>
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    I forget what this image is...
    <b>Behind the filter?</b>
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    <b>How's the weather up there, bob?</b>
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    nice architecture, but i think the texturing still needs work... also that hive looks awfully cramped in there.  open up some more breathing room =)
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Thats it, posted as quickly as the board and my fingers would allow.

    Particle systems... possible...  ideas?

    Now my only hope is that all those 256x256 textures didn't break the limit for me. We'll see when I put it all together and compile.

    Your thoughts?
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    This is awesome. I wish I had some good criticism, but all I can say is -wow-. I'm impressed.
    BTW, I'm not too crazy about METFLOOR as a wall texture.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Well to be honest, I'm not too crazy about the selection of infested textures.  <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
    I am trying to be very minimal in my custom texture use, too.

    METFLOOR ... Yeah, not too keen on it myself. Hurts to toss in a 256x256 texture that you know you won't want to use 1/2 the time. It may get replaced down the road. For now it fits well enough, I think.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Other than it being cramped (which a few other people have mentioned) I think it's pretty good.  Keep up the good work.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Well, here are some figures:
    The rough dimensions of the room are 1200x1500x1000.
    It will be unquestionably the largest room in the entire map.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    what they mean is the amount of pipes and machinery in there, giving it a claustrophobic look, but this may feel different in-game.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    <b>The seventh image.</b>
    If you were this hive, where would you be?
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    not bad.  a bit blocky tho.  me likes the lighting.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    me dislikes the lighting.  This is a hive we are talking about -- the birthplace of aliens and it is lit up like a chirstmas tree.  I suggest making it darker. <span style='color:black'>Why did the bob cross the road?</span>
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Not sure about the grated texture on the ceiling, but it's shaping up!
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Yeah, my defensivness aside, much of the texturing is more "placeholder" than not. Rather than fuss with little details, I'm trying to move the map to general completion first.
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    that is really good! The architecture is amazing, but the lighting does need just a little work
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Ok - the whole map is going to be regonfigured to be a little more dense. I'm going to try to repostion the hives so that I can use vents to give the aliens fairly quick access from one to another.

    Currently, 1 hive is in the ballpark of 6500 units (about 80% of the maximum map width) away from the others, and thats a straight line not taking into account lifts and other obstacles. When a hive is under attack, that would seem like the other side of the world.

    The regonfigure would lose very little of the work I have already done, and shouldn't add much more work for me to do. Overall, I think it will be needed.

    Why am I posting this here? Well, considering giving a minor facelift to this hive in the process. If you have suggestions of <i>ways to <b>improve</b> the texturing</i> here, please, I'd like to hear them. <i>General negativity is not needed.</i>

    Thanks!
Sign In or Register to comment.