Ns_athena Style Test

LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
edited August 2003 in Mapping Forum
<div class="IPBDescription">Something I thought up at 1 AM</div> I'm currently working on a map called ns_abyss, who'se bare bones structure is nearing completion.

I htought of something just now though, and.. well....

ns_athena_style:

EDIT: Would help if I posted the pic.

<img src='http://legionnaired.evil.cc/ns_athena_style0000.jpg' border='0' alt='user posted image'>

EDIT^2:

Looking at it again, it is rather dark. in the morning I'll add a few lightsources on the top so ou can see more of the architecture.

Comments

  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Maybe dark areas aren't that bad. We need more of them in NS. Currently the only one I can think of is the maintenance corridor in ns_hera. Or maybe dark corners in refinery on ns_bast. Would make the marines actually use their flashlights for once.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    one of the unwriten rules:
    the ns-team seems to hate dark areas. the want areas that SEEM dark but actually arent. I for my part love dark areas. the problem is that the sensory chamber itself is enough to drive marineplayers mad, so additional darkness MAY destroy any gameplay, if it is used wrong.
    better: make areas that are brightly lighted in some places and nearly pitchblack in other areas, to create a better look.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    Why having dark areas when we can have shadows? they are more atmospheric and don't make playing so difficult <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    btw, I can see very little on that picture, waiting to see the rest <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    edited August 2003
    OK, I re-uploaded the pic with light sources on the ceiling, with a light_spot with a cone 15/90 right under them. It lightens the area nicely so It's not pitch, but it still keeps it nice and dark. However, you should be able to see fine.

    EDIT:

    After running into a few huge layout problems with Abyss, I'm abandoning it as of now, working with Athena and this style for now. Abyss and all it's red lit hallwall goodness will be coming at a later time, complete with destroyable hallways.
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