Ns_deadstar screenies
Guardasta
Join Date: 2002-08-04 Member: 1064Members
<div class="IPBDescription">Hot off the box...</div>here's some screens off my dodgy machine
#1 West Marine Airlock
#1 West Marine Airlock
Comments
1. that isn't the nstr
2. more lighting contrast please.
1. that isn't the nstr
2. more lighting contrast please.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
2 answers (don't mean to be a SA)
1. I'm on dial-up and i'm having problems with fileplanet
2. My machine probably wouldn't be able to handle it but i'll try
nah its my machine, i was running at like 320x400 software, i blew my card the other day <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
you realy need the NStech release
and the New NS.wad and the New ns.fgd
#5 West Airlock (Updated)
none taken <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> when i map i try to get all the planned basics done and then i detail it
Whereas ken20banks made one highly detailed area, photoshops a screenshot of it, and everyone nuts their pants in anticipation and egg him on to finish it.
all right... here's raw crits that you might take harshly, but I'm not candying them up
1) I only noticed one angle that wasn't 90 degreese. this is bad. this is very bad. it makes me feel like i'm playing Tombraider 1 with it's gigantic cube based engine. don't do that. use angles on the walls and ceilings as a part of your BASIC architecture.
2) texture alignment is bad (if you want I'll point out specifics).
3) texture selection is okay, but it could be better. some of your wall textures look like little floor or ceiling textures.
4) lighting is bland. I'm not asking for a disco with colors, but some shadows (not even super dark ones) would be a nice touch.
5) don't detail yet. despite what the people are telling you, you'll run out of planes before you finihs your level. you're on the right track by getting the basic architecture done first, then detailing it all out later.
6) get teh NSTR. I understand you're on dialup (I'm on 56gay myself) but when you get the NSTR you can start to add NS specific eye-candy for when you touch-up your level. you may even want to feature a particle system as a centerpiece for an important room (billowing flame from a burst fuel pipe that the marines have to turn off to pass without getting hurt)
keep up the work. I know level building/editing is very hard, and NS is quite possibly the most difficult mod to map for. don't get discouraged. once you finish the basics and begin your details people will give more positive feedback.
all right... here's raw crits that you might take harshly, but I'm not candying them up
1) I only noticed one angle that wasn't 90 degreese. this is bad. this is very bad. it makes me feel like i'm playing Tombraider 1 with it's gigantic cube based engine. don't do that. use angles on the walls and ceilings as a part of your BASIC architecture.
2) texture alignment is bad (if you want I'll point out specifics).
3) texture selection is okay, but it could be better. some of your wall textures look like little floor or ceiling textures.
4) lighting is bland. I'm not asking for a disco with colors, but some shadows (not even super dark ones) would be a nice touch.
5) don't detail yet. despite what the people are telling you, you'll run out of planes before you finihs your level. you're on the right track by getting the basic architecture done first, then detailing it all out later.
6) get teh NSTR. I understand you're on dialup (I'm on 56gay myself) but when you get the NSTR you can start to add NS specific eye-candy for when you touch-up your level. you may even want to feature a particle system as a centerpiece for an important room (billowing flame from a burst fuel pipe that the marines have to turn off to pass without getting hurt)
keep up the work. I know level building/editing is very hard, and NS is quite possibly the most difficult mod to map for. don't get discouraged. once you finish the basics and begin your details people will give more positive feedback.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
at least i'm getting replys which means i must have done at least something right, anyways
1. These are the 'raw' basics of the map i'm adding angles and such soon.
2. As above except most of the textures are not there to please, they're to remind me of the 'theme' region i'm working on, the textures will be fixed when i get to the detailing phase.
3.As Above
4.Fair enough, i'm not very experienced with lighting but if someone could point out some good tutorials i'll be thankful (i've taught myself so far, i haven't found any tutorials pertaining to my work)
5. Yay i did something right <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->
6. NSTR2 is now installed but my system cannot support it efficiently until i get a new 3d card (Curse you UO3d). I'm going to release small partitions of the map to the public as i'm sure it will look better on their system than mine.
Thanks for the constructive crit and the pep talk, at least some people care to post an informative crit. First Partition Area: East Infested Corridoor
Make various experiments, maybe,before a whole map, try to build 3-4 rooms, trash in a bunch of details, then experiments the lighning and the particle system. finished the rooms, or u expand em,or u have enough experience to make a new map <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->