Ns_atomicmass

ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
<div class="IPBDescription">Need some help</div>3 Picture, first 2 are of the new hive room, 3rd is an oddity.

1. Mmmm... crateness

Comments

  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    3. Why is this happening?  Perfectly normal hallway, no entities, no overlapping brushes.  Wierd...
  • gutterclutchgutterclutch Join Date: 2002-06-30 Member: 850Members
    The map is pretty dark. Some textures seem pretty lowres and out of alignment (only a few) but it's too dark to make out visually. Some steam here and there would be cool, and the lighting ought to be a little brighter and sharper
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Can't imagine what's going on in that last shot... I know you said there are no overlapping brushes, but is there anything <i>above</i> that brush? A sky brush maybe? I've seen defects like that happen when a sky brush is above (or behind, whatever) a complex brush or group of brushes. This ceiling looks simple enough, though... :/
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Nope there's nothing above that hallway.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    I think the hive room's ceiling is much too low.  If you look at other maps' hive rooms, you'll see that they're generally all pretty spacious.  This gives it some extra atmosphere in addition to allowing for massive combat.  And I just don't like the way that the hive is touching the floor like that.  Other than that, I think it looks good, maybe a little extra contrast in the lighting.  Great improvement over your previous maps.
  • UnCriticalUnCritical Join Date: 2002-01-25 Member: 73Members, Constellation
    I know this might sound a little simple, but have you tried deleteing that celing and re building it?
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Not all hives are high-ceilinged; sometimes a cramped hive makes the hive itself look even larger and more menacing.

    I don't think the problem here is darkness, so much as lack of contrast.  You've got next to no variation in the saturation or coloration of your lighting; try to mix it up a bit.  I think you'll get a lot more life out of these areas if you can do that.

    Also, the hive looks rather square and uninfested... have you considered replacing or overgrowing the crates with infestation?  Try to avoid making the floor-infestation completely square, too.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Quick thought concerning the error in the third shot: How tall is that brush? I wonder if it's a case of it being too thin (maybe even just too thin compared to the surrounding brushes).

    Really though, I think UnCritical has the right mindset there. Whatever it is, it's obviously not a common occurrence. If deleting and rebuilding the brush doesn't help, try manually rebuilding the entire hallway in a seperate map file.



    <!--EDIT|ken20banks|Aug. 31 2002,13:31-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The problem in picture 3 fixed itself when I re-compiled. *shrugs*

    I've raised the ceiling that hive room and introduced some colored lighting.  Some of the crates are partialy infested, I plan to add some more gunk though.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    3 more pics.

    1. The cargo hive, from commander view (Note: You can see the whole layout in the minimap.)
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    3. And another view of the waterworks
  • sharpsword6sharpsword6 Join Date: 2002-08-15 Member: 1166Members
    Those look pretty dam good chromeangel. I wish I was good at mapping and backrounds. You look like an excellent backround maker. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • gutterclutchgutterclutch Join Date: 2002-06-30 Member: 850Members
    1. How exactly did you manage to get the surface of that mucky water reflective?

    2. That wash of red light over the stairway is BEAUTIFUL
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    gutterclutch:
    1. It's not reflective, it's transparent.  However reflections can be bodged by making a texture of the view you want reflected and applying it to a func_illusionary just under the waters surface (or something like that).

    2.  It flashes, I'm not totally happy with it at the momment...
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    The pic 3 brush issue looks like you've accidentally cloned the brush without realising it. It would give that effect but would not appear in the editor unless you select and delete the brush.
    The 3d window may show the fuzzy face so check it. The brush order may have changed so the compile would make the problem appear fixed when it still exists.
  • the_stalkerthe_stalker Join Date: 2002-01-25 Member: 49Members
    wow! that is a great map, ChromeAngel, i kinda like the low ceilling hive
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--QuoteBegin--the_stalker+Sep. 01 2002,20:36--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (the_stalker @ Sep. 01 2002,20:36)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->wow! that is a great map, ChromeAngel, i kinda like the low ceilling hive<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Yes.. that will be neat to see ingame / in a PT.  One would think a low hive like that gives the aliens a disadvantage when gaurding it.  All a TSA Marine has to do is land some gernades at the base then bang - one less hive.
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