Updated my piccy, added in pipework in to the wall, changed ceiling tiles next to blue lights and added white lights shining on them. Also changed position of the far end spotlights, don't think thats seeable from there. Looking slightly better now though, still need a new feature as that thing looks crap!
@Ron2k: I don't mind that it's a different style, but there were two things that I disliked.
- The CC seems like it could pose problems for either team. Can an Onos get up that ramp? Where does that ramp lead from? Will skulks have a very easy time in sieging the CC? Does the glass break? If the glass is breakable, can a skulk/lerk fit through the gap? If the Com sticks a Tfact with turret at the top of that Ramp, will it be nigh-on impossible for a competant Marine team to lose?
- The composite box texture with 4 textures on one face. Ugh.
Other than that I'd be interested to see how far the NS mapping guidelines can be defied to bring enjoyment to the NS Community <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
@Thurday: The lighting needs some work, and I see what you mean about the 'thing' but I'm fresh out of ideas, something that somehow fits in with the pipes would be good (vent system, boiler!?, cooling vat, O2 tank, etc.).
Slightly changed. Ceiling, lights, and the 'structure' changed slightly. Still a crap feature, but it stays for Beta 1 now. I'm through with changing this area.
It's a big improvement over your earlier work, but i already told you that in a pm <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->. Try making those white lights in that little sunken area smaller. I think they might be partially accounting for the blandless. A higher -gamma value wouldn't hurt either.
There's probably a different perspective on it, plus it's not finished. Good work Jez <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> the core are pulsing very nice and teh background music is too away of the ns style for a map.
jezpuh making maps cool, i never figure it possible.
<!--QuoteBegin-Crispy+Jan 18 2005, 06:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Jan 18 2005, 06:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> @Ron2k: I don't mind that it's a different style, but there were two things that I disliked.
- The CC seems like it could pose problems for either team. Can an Onos get up that ramp? Where does that ramp lead from? Will skulks have a very easy time in sieging the CC? Does the glass break? If the glass is breakable, can a skulk/lerk fit through the gap? If the Com sticks a Tfact with turret at the top of that Ramp, will it be nigh-on impossible for a competant Marine team to lose?
- The composite box texture with 4 textures on one face. Ugh. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> 1: Regarding the MS: - Yes, an Onos can get up there. - I don't have the marines starting in the marine base itself; they start just outside. From there, they have the choice of either going to the CC or down to the main base area. You'll see. - I may have made it a bit too easy for the skulks, but we'll see how it plays. - Yes, the glass is breakable, and there's no problems with the skulks and lerks getting through. - I don't think so, bearing in mind that the ramp is not the only access up there, there are also two vents (one of them can be welded shut pretty early on though). This is another question where the best answer is "let's see how it plays".
2: Lemme know where that is and I'll fix it up. * slaps self for missing that *
@Naigel: LOL, unfortunately I don't often pop in there.
@Starchy: Part of a trance track that I've had for a while but never really listened to (until lately that is).
@Jezpuh: I like it. And please keep that red light there.
You could use a better choice of texture for the floor i think, and those lights near the floor look kind of awkward, maybe give them some kind of border or have them sink in or something.
I kinda think that floor texture suits it actually.
[edit] make that corridor quite a bit wider, it will look better and those pillars will be further apart making things easyier for the fades, skulks and lerks. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
That's the first time I've seen that floor texture actually looking good. But those blue lights look really weird. Either get a spotlight or turn it 90 degrees.
<!--QuoteBegin-Thursday+Jan 23 2005, 05:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday @ Jan 23 2005, 05:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [Brightness that can only described as the centre of the sun] Eastern Access Corridor from Valerie <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> It might be my screen, but that splash of white light on the floor and the wall looks way too bright. As Once Only said, the walls also need more variance. Make the walls more varied, and you can achieve more varied light which i think this corridor needs. First things first though, i think that white light is too bright <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
<!--QuoteBegin-Spacer+Jan 23 2005, 03:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spacer @ Jan 23 2005, 03:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How would people even reach the buttons and screens on the wall on the right? They're like.. touching the ceiling. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You can't see it because of the angle of the screenshot, but there is little slots in the ceiling where a ladder would be able to drop down <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
What makes that corridor unappetising is that the lighting doesn't highlight the geometry, and there is barely any geometry.
Well that last comment is lies, but what I mean is that you've done a lot of brushwork and sunk it in to the floor and the sides which just means that the initial impression you get of the corridor is a long box. I'm sure you understand so I don't need to say much more.
Comments
Actually I like the crates, problem with models is that you'd lose the shadowy skulking goodness.
- The CC seems like it could pose problems for either team. Can an Onos get up that ramp? Where does that ramp lead from? Will skulks have a very easy time in sieging the CC? Does the glass break? If the glass is breakable, can a skulk/lerk fit through the gap? If the Com sticks a Tfact with turret at the top of that Ramp, will it be nigh-on impossible for a competant Marine team to lose?
- The composite box texture with 4 textures on one face. Ugh.
Other than that I'd be interested to see how far the NS mapping guidelines can be defied to bring enjoyment to the NS Community <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
@Thurday: The lighting needs some work, and I see what you mean about the 'thing' but I'm fresh out of ideas, something that somehow fits in with the pipes would be good (vent system, boiler!?, cooling vat, O2 tank, etc.).
Try making those white lights in that little sunken area smaller. I think they might be partially accounting for the blandless. A higher -gamma value wouldn't hurt either.
[WTH] i should have quoted part of jez's post
What music is that? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> Looks very nice though, especially the bridge type area.
OMG
jezpuh making maps cool, i never figure it possible.
keep the good work and extend the map ^^.
- The CC seems like it could pose problems for either team. Can an Onos get up that ramp? Where does that ramp lead from? Will skulks have a very easy time in sieging the CC? Does the glass break? If the glass is breakable, can a skulk/lerk fit through the gap? If the Com sticks a Tfact with turret at the top of that Ramp, will it be nigh-on impossible for a competant Marine team to lose?
- The composite box texture with 4 textures on one face. Ugh. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
1: Regarding the MS:
- Yes, an Onos can get up there.
- I don't have the marines starting in the marine base itself; they start just outside. From there, they have the choice of either going to the CC or down to the main base area. You'll see.
- I may have made it a bit too easy for the skulks, but we'll see how it plays.
- Yes, the glass is breakable, and there's no problems with the skulks and lerks getting through.
- I don't think so, bearing in mind that the ramp is not the only access up there, there are also two vents (one of them can be welded shut pretty early on though). This is another question where the best answer is "let's see how it plays".
2: Lemme know where that is and I'll fix it up.
* slaps self for missing that *
@Naigel: LOL, unfortunately I don't often pop in there.
@Starchy: Part of a trance track that I've had for a while but never really listened to (until lately that is).
@Jezpuh: I like it. And please keep that red light there.
<img src='http://img98.exs.cx/img98/7816/halflife553xv.jpg' border='0' alt='user posted image' />
<img src='http://img98.exs.cx/img98/395/halflife568wp.jpg' border='0' alt='user posted image' />
tryign to get something like ayumi, but a bit less mechanical.
[edit] make that corridor quite a bit wider, it will look better and those pillars will be further apart making things easyier for the fades, skulks and lerks. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Eastern Access Corridor from Valerie <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
The only thing you need is a bit more variation in the wall texture on the left.
Eastern Access Corridor from Valerie <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It might be my screen, but that splash of white light on the floor and the wall looks way too bright. As Once Only said, the walls also need more variance. Make the walls more varied, and you can achieve more varied light which i think this corridor needs. First things first though, i think that white light is too bright <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
Can't really say what makes it so ugly, but it just is ugly. Tone down the lighting a bit and change the left wall and it'll be better.
You can't see it because of the angle of the screenshot, but there is little slots in the ceiling where a ladder would be able to drop down <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Well that last comment is lies, but what I mean is that you've done a lot of brushwork and sunk it in to the floor and the sides which just means that the initial impression you get of the corridor is a long box. I'm sure you understand so I don't need to say much more.
<img src='http://overmind.pl/Images/co_bluebay/co_bluebay0026.jpg' border='0' alt='user posted image' />
I worked on walls i made them more complicated and the effect is very good at lest i think so...
<img src='http://overmind.pl/Images/co_bluebay/co_bluebay0021.jpg' border='0' alt='user posted image' />
<img src='http://overmind.pl/Images/co_bluebay/co_bluebay0020.jpg' border='0' alt='user posted image' />
<img src='http://overmind.pl/Images/co_bluebay/co_bluebay0025.jpg' border='0' alt='user posted image' />