Ns_nancy take 2
devilblocks
Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
<div class="IPBDescription">Errr just 1 shot ;)</div>Ok this is nearing one of the hives. From the marine start its about a 30 second run, barring you don't stop for any doors (or aliens). I'm still working with this area a bit as it doesn't feel right yet, so maybe some one can offer something that will finish it. I've got a fair number of polys to play with, so I can use them. I'm usually pretty good with optimizing as well, so in the end I hope to bring them down even more.
<img src="http://www.milo.cc/ns/ns_nancy7.jpg" border="0">
<img src="http://www.milo.cc/ns/ns_nancy7.jpg" border="0">
Comments
Those pipes along the roof look great!
Texture wise it looks good, but maybe try smoothing the infested texture a bit, i seems to come out the hole then stop dead.
Try a few low level lights, maybe stick them around the bases of the raised levels.
And I think that some of the alien texturing is a bit random.I assume the hive is throught hat red hallway in the background there? If so, then that railing in the foreground probably doesn't need to be covered. And the wall leading into the hall should probably be a bit less infested, or the infestation should taper out a bit farther from the hallway heading to the marine start.
More infestation.
Cover.
Those are the three things you lack grasshoppa.
<!--EDIT|Moleculor|Feb. 09 2002,22:20-->
/me shakes head and sighs
Don't do that. Some spotlights? Sure. All spotlights? No.
And on an aside, I think Moleculor has something of a point about the cover aspect. If that is a room on the way to the hive ("nearing the hive" as you say), then it could definitely benefit with some protective additions.
How come it seems like everyone is better at mapping than me?
The lighting <i>is</i> good. It just needs more contrast. If this were near the marine start, I personally would think it's great, but it's not near the marine start... it's nearing a hive.
I also agree with greedo. Do <i>not</i> use <b>all</b> spots, though their addition does really help with the contrast issue.
That's an opinion shared by alot of people. I hate to sound rude, but it's also a pretty narrowminded one. Sure, texture lights come out looking 100x better than point based lights in almost every case. But to intentionaly exclude them from your level, even when their use would benifit the map greatly, is quite an awful trend. They are there for a reason. Point based lights aren't wrong to use in every situation, they just require more work to get looking right. That's my opinion.
BTW, last night, by adjusting the values just enough, (and with the help of env_gamma) I produced a spotlight effect that came out looking nicer, and more realistic than a texture light could ever dream of.
So overall, texture lights are the best thing to use in <i>most</i> normal lighting situations, but point lights should not be totally overlooked.
--edit--
Just realized also that first shot is a little out of date, as there should be a little blue/green light panel near that coridor. Soon as this compile finishes I put it up.
<img src="http://www.milo.cc/ns/ns_nancy7b.jpg" border="0">
<img src="http://www.milo.cc/ns/ns_nancy7c.jpg" border="0">
Seriously though, they do... try playing around with em a little. In front of the red corridor seems good, since it's nice and dark now. See if you can get something you like. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
(during the testing just press the ~ key then type
r_speeds 1) you realy like lots and lots of fighting room dont you, right now i can tell that the advantage will be to the humans for this map.
rember the r_speeds