Observation bridge (what's done anyway)
Relic25
Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
A few shots. I found (as a pleasant surprise) that r-speeds are surprisingly low in this room, so I plan to add more detail. Some seats and some additional consoles will be added. I know it looks visually confusing from the screens, but it will be cleaned up a little, and I couldn't get really good angles yet, because I didn't want to show the parts that had not been completed yet. ;)
Comments
You're right, it is cluttered, and I like it that way. It's how a working bridge should be. Watch the landing sequence in Alien to see what I mean. And, yes, I hope an alien would be able to rip a marine to bits in here. It's a risky route to take for marine players.
If those r-speeds are below 700, I'll eat my cd rack. The detail is amazing in those pics. Is that the opposing forces teleporting gun thingi?
--Scythe--
the_only_scythe@yahoo.co.uk
Yes, the teleporter from OpFor is being used as the placeholder for the welder.
<!--EDIT|Relic25|Feb. 16 2002,21:27-->
BS...I'm a mapper and i know brushwork detail when i see it. I don't get it...how do you do it? How do you not run out of clipnode space/max_planes limits? Every shot of your map is packed with tremendous amounts of brush work...and from what i've seen...you're map is huge...how the hell can you keep everything in line?<!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo--> I love your mapping style relic...I'm more for big open spaces and a kind of "awesome" size grandure...but you...I love the "realness" of your cramped "cluster-####" rooms. Love the shots man...keep up the amazing work.
Maybe some more lightning work but looks good. <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->
My only suggestion is to make some of the textures a bit more uniform, scaling-wise. Some of the textures seem a bit scaled up compared to the others, so some surfaces feel out of place. I know you want to fit as many textures as possible using the 4 meg limit...maybe you could shrink down some of the surfaces instead?
Anyway, I really disagree with some of you. It <i>is</i> the texturing that makes this room look so detailed. Don't get me wrong though... Any other person could take those same exact textures, and not be able to create something so nice and realistic looking. You could have the most beautiful and realistic looking texture set, but would definately still need the skill and creativity to apply (generally not technically) them to your levels with such... "amazingness". <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Geez, I have a horrible time expressing myself. Overall what I am trying to say is that it <i>is</i> really the texturing that makes this room look so amazing. But that's not to say that relic doesn't deserve the credit for it. Texturing is part of mapping too. And relic obviously has quite the talent in it. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Great job.
And I know texture detail when I see it. Excellent texture work, at that. You make a room like this in HL, that's about the only option. And really, if you look at the Bast screenshots... that's most of what it is. Texture detail. Does this make the map any less visually stunning? not at all. In fact, when someone is running down the corridor in the first shot I saw of Bast with a few aliens hot on their heels, the last thing you're going to notice is the fact that a lot of the details you see are textures. They'll be just as good as the real thing to that poor sap. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> Of course, that's just my opinion, and... as such, is probably completely useless.
I know I've said this before, but the more I see of shots like this, the more insecure I feel with my own NS work... and as much as I love the idea of challenging my skills to the level that NS has done, I can't help but let my inferiority complex get the best of me. And, as much as I'd like to offer some constructive criticism on these shots... I'm at a loss. Terrific work.
Yes, movement will be hampered in this room. This room is really just part of a risky route that takes the marines towards one hive area. Even though it is a fully worked up 'room', it is really just a cul-de-sac on part of a narrow corridor leading to the large refiner room. For gameplay's sake, this room just provides a little area that could be used as a staging point, if the marines get this far.
But thanks Relic i didnt know, also how do you keep you r_speeds that low with all that stuff in there?
as always, your mapping skillz are l337 sh1zn1t <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Matter of fact, you can see the replacement in the second set of screens (on page 2 of this thread).
<!--EDIT|Relic25|Feb. 22 2002,08:59-->
stunning, simply stunning...
it looks so good now, i can hardly wait to see it in game.
(sorry, nothing productive to add. but i had to express my awe)