Ns_attempt
Hyperion
Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
<div class="IPBDescription">give me feed back</div> Here are some pictures of ns_attempt's MS. More of the map is done but i dont like the way it looks at the moment.
Feel free to critique, tell me if it sucks, I want to know what needs to be made better.
The Com Chair
EDIT: updated ss's on page 2
Feel free to critique, tell me if it sucks, I want to know what needs to be made better.
The Com Chair
EDIT: updated ss's on page 2
Comments
2. Change colour above res node - not yellow... blue-whitish would be nice, I think
3. Move the camera!
4. Change the hanging supports which hold the bars which hold the lights... change texture size or something. Right now, it cuts into the ceiling, making it very ugley <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
5. Give the yellow lights another texture - it looks a bit weird right now (I'm not sure about this one... someone else comment?
EDIT: note that this is one of the areas im not happy with, because the halls a BORING im working on the shape, im more worried about lighting
I agree with 2 of 8 in that you may have to play with your lighting a little in the main room. As for that halls If you built cylinder brushes for those pipes on the right and added some support structure detail for the pipes the hall would really come to.
Otherwise keep up the work. You have a few good ideas in here they just ned to be tweaked a little. I you are not sure about testing the polys and using developer mode let us know and I will help ya out. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
2. I like the one looking into MS - blue lighting is nice
3. Change the yellow lights above the res node! Yarges! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
4. Supports are still weird.
5. Last screenie - move the lights on the sides (yellow ones) up, so they're always the same distance away from the floor.
[edit]
6. Put more lights in the last hall screenie - it's too dark.
Just a suggestion . Try to use some that blue lighting as a border at the entrance of the little hole the cc is in. It will break up the lighting and draw focus where it is needed.
As for the poly count you still have a couple of hundred spare. Try building your rafters using thin brushes 1 to 2 uints in size. You average poly count needs to be between 400-500 with peaks at 600-700. I generally dont like going over 600 but some ppl do. have a play and post some more piccys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I can't tell to well from the screen shots, but marine spawn seems kind of small. It doesn't seem like there is enough room for a big base. True, making it really big will send the r_speeds through the roof and make it too easy for the marines to defend it, but having it too small will make it hard for marines to get around their buildings.
Also, you lighting looks nice, but watch your entity count. Remember, you only get 200 entities (minus the ones that don't count) to work with. If you are able to keep the number of func_seethroughs you need down by using the null texture and moving details into to the roof, and keep the number of func_walls you need by moving details one unit off the wall/floor you'll have more entities left over for things like dripping water and sounds.
Machivel, im actually using both, one for turquoise, and one for blue lighting, but i agree, it looks bocky with that texture
First