Ns_athena Style Test
Legionnaired
Join Date: 2002-04-30 Member: 552Members, Constellation
<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.
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
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.
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-->
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.