<div class="IPBDescription">Work going slow... need ideas...</div>Work is going slow right now so i only have 2 shots. Ok, this picture is taken by a lev1 sitting in a vent waiting for u:
you can see clearly in the room but the screen from the vent makes everything look darker somehow. photoshop prob. is it ok to have dark vents? (not so dark you can't navigate)
About your door, it ca be done with a func_train quite easily and wouldn't require too much work. As for having dark vents, marines can get into them with jetpacks, so you want atmospheric vents. Lights going along it with the odd one out to create a dark spot, or a matienence vents cast in a deep red, etc.
All i can say is....wow....darkness <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> i like it... On a more serious note thats one hell of a dark area u got there..i aint goin in there alone...infact i aint goin in there at all too dark 2 scary
I like dark maps .. it adds to the atmosphere .. and your "map" you got here doctor looks fantastic. hope it gets finisished in someway <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
sweet... the first one has an extremely good atmosphere the second one too though <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
hey dont cuss down dark places, every good map in ns will need bright and very dark places <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> thats a good dark vent, id keep it if i were u mate!
Dark can be good when it is used correctly if you know what I mean. Some dark corners are good for hiding, and all around darkness gives a kind of creepy feel the the atmosphere. But you don't want to be blind as you walk through the halls.
Dark in NS is a fine line. Like Flayra has mentioned before, you want it to <b>feel</b> dakr without dark. This means you should be able to see everywhere, but get the sense that the level is quite dark in some areas. A good way to achieve this is using contrasting light with an env_gamma. Things like spotlights and odd broken lights add to the effect well.
It's an eight sided cylinder accually. but the infestation is triangular work. I haven't really began to think about r_speeds and such limitations. perhaps i'll pay 4 that <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Ok, thanks for the feedback everyone but i get a feeling some of you didn't even read the text with the pics.
Right now, in this build containing three hallway's, one "door", One medium size pointless room and one ventillation system stuffed with alien goo, you can see everywhere. It's a photoshop problem, not a worldcraft problem.
Comments
I need a modeler to make a cool door for the map. Is this possible? I should look like this:
As for having dark vents, marines can get into them with jetpacks, so you want atmospheric vents. Lights going along it with the odd one out to create a dark spot, or a matienence vents cast in a deep red, etc.
On a more serious note thats one hell of a dark area u got there..i aint goin in there alone...infact i aint goin in there at all too dark 2 scary
Belg
That broken fan looks really cool, that curved tube must use up a lot of planes, it looks pretty smooth.
--Scythe--
Ok, thanks for the feedback everyone but i get a feeling some of you didn't even read the text with the pics.
Right now, in this build containing three hallway's, one "door", One medium size pointless room and one ventillation system stuffed with alien goo, you can see everywhere. It's a photoshop problem, not a worldcraft problem.