Ns_spellbound

CoronerCoroner Join Date: 2003-09-18 Member: 20994Members
<div class="IPBDescription">might as well ask for suggestions :)</div> <img src='http://www.sonsofmetal.org/images/spell1.gif' border='0' alt='user posted image'>
<img src='http://www.sonsofmetal.org/images/spell2.gif' border='0' alt='user posted image'>
<img src='http://www.sonsofmetal.org/images/spell3.gif' border='0' alt='user posted image'>
<img src='http://www.sonsofmetal.org/images/spell4.gif' border='0' alt='user posted image'>
<img src='http://www.sonsofmetal.org/images/spell5.gif' border='0' alt='user posted image'>
<img src='http://www.sonsofmetal.org/images/spell6.gif' border='0' alt='user posted image'>
<img src='http://www.sonsofmetal.org/images/spell7.gif' border='0' alt='user posted image'>
<img src='http://www.sonsofmetal.org/images/spell8.gif' border='0' alt='user posted image'>

Images 1 - 4 are the ready room (which I know isnt that good looking)
Images 5 - 8 is what the marine start looks like. Ive done a bit more work on it since those screens, but thats the essential look of it.

Comments/Critisism (constructive) welcome <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    What compile settings are you using? May want to increase your gamma, and up your light values, to get some contrast going. Also, try an env_gamma, value of 1.4 or something.

    Overall, I think you need more contrast, and some "busyer" walls, they seem really flat and plain right now. If you have the r_speeds to work with, add some supports and consoles to the sides of the rooms.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    Yarr, it be very plain. The walls need some detailin' to make it all look shipshape. I's be thinkin' this is 'cause of the sheer size of it all. Arr.
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    Looks a little on the big side, but that could just be me (I'm afraid of open areas :-P). You may want to scale those textures up a bit. Also, on the first few screenshots, you may want to get rid of those signs, they just scream HALF LIFE at me. You also may want to move those criss crossing elevated walkways to the borders of the room. It doesn't look like those walk ways could hold themselves + marines + onos up with out any supports from above or below. Plus they would get in the way of commander view which would be a little annoying.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    it will rain marines on this map.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    the rr looks like a jk2 remake, and i did hate the raven loading dock, this looks even worse

    posibly make a smaller window, and chose some "good" textures

    amckern
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    To me the map has to flat architecture. Curve some of your hallways and give it some of your own style, we want it to be aawkward for skulks <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    ND
  • CoronerCoroner Join Date: 2003-09-18 Member: 20994Members
    @amckern: Im a big star wars fan, I actually intend the map to look like its from a star wars movie.

    @nightdragon: there are no hallways in those screenshots.....?

    @Machiavelli: Well that is the ready room, so commander view isnt an issue. But you may be right, I'll try and see what the walkways look like around the edge as opposted to the middle.

    @Legionnaired: Do you think the level is too dark or what? I do agree I need to make the walls seem more busy, but im not that good at it. This is my first NS map. And suggestions how to do that?
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    edited September 2003
    <!--QuoteBegin--Coroner+Sep 19 2003, 09:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Coroner @ Sep 19 2003, 09:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> @Legionnaired: Do you think the level is too dark or what? I do agree I need to make the walls seem more busy, but im not that good at it. This is my first NS map. And suggestions how to do that? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No, you're overall lightness is fine, but I don't think it has the contrast between light and dark that makes maps look secksay.

    I'd suggest fewer, more powerful lights, farther apart. Also, try compiling your map with -gamma .6 or -gamma .7, with -bounce 1.

    If your feeling adventurous, try -dscale 3.

    Also, to make your walls look busyer, add some depth to them. For instance, if you had a wall that looked like:

    |
    |
    |

    You could change it to:
    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
      |
     /
    |
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    And, maybe, add some pillars to the walls that would support the overhang every 256 units or so... Use diagonals, use sharp angles, add lights to the pillars...

    Do things like make irregular walls like in the attached pic...

    Just break up the flatness of the walls, if it's too flat, it screws it up.
  • CoronerCoroner Join Date: 2003-09-18 Member: 20994Members
    <img src='http://www.sonsofmetal.org/images/spell9.gif' border='0' alt='user posted image'>

    Ok different texture, and I tried to take some of the suggestions in.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    nice it looks good
  • Ben128Ben128 Join Date: 2002-06-21 Member: 808Members, Constellation
    Looking about 200% Better in that last screen shot.
  • CoronerCoroner Join Date: 2003-09-18 Member: 20994Members
    Here are a few more screens of a room im working on now. I know its a bit plain right now still, but im getting there. You can basically ignore those first 8 screenshots, they are not what the map is going to look like now.

    <img src='http://www.sonsofmetal.org/images/spell10.gif' border='0' alt='user posted image'>
    <img src='http://www.sonsofmetal.org/images/spell11.gif' border='0' alt='user posted image'>
  • GrimmGrimm Join Date: 2003-04-13 Member: 15448Members
    Looking pretty good, especially for a first shot at an NS map.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Bingo.

    Good work, keep at it.
  • G4B2SWrathG4B2SWrath Join Date: 2003-08-03 Member: 18846Members
    <!--QuoteBegin--Coroner+Sep 19 2003, 02:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Coroner @ Sep 19 2003, 02:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <img src='http://www.sonsofmetal.org/images/spell9.gif' border='0' alt='user posted image'>

    Ok different texture, and I tried to take some of the suggestions in. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Seems like the ceiling textures dont match on the top-right part of that screenie. Good stuff otherwise, can't say much until I can run around in it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    looks much much better

    even the grate tex as the wall tex looks in place

    good design

    amckern
Sign In or Register to comment.