Wow man, it looks absofrikinlutely GORGEOUS. Excellent use of lighting, textures look great, and VERY ingenious architecture. I especially like the room with the resource node out on the platform, and the one with the resource node on the floor and the vent waaaaay above it. We'll probably see some interesting gameplay situations in those two.
Good use of the particles in the fire area, it fit it pretty well. I myself don't like texture lights, either. I like having control over everything, and it's easier to create off lights without the off texture. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Great job, the vertical areas are sexy, the hallways are pretty, and the lighting is pleasantly modest, no super sharp contrasts.
Out of 100%, i rate it 97%. If you put more details in some spots, you could push it those last 3 percent <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Your map looks beautiful but Im going to have to agree some time the shadows are tooooooooooo dark. The corridor screenie would have been my background except the shadows are to dark.. You should at least be able to see part of the texture. Otherwise its very nice. BTW so far the 2 people who gave you the hint on the hallways are playtesters....
<!--QuoteBegin--Cyanide+Oct. 02 2002,23:50--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Cyanide @ Oct. 02 2002,23:50)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->By god, the second pic has the best lighting i have ever seen on the HL engine. AMAZING.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> You really think so? Cool! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> But are we not forgetting about a certain mr. Banks? teh l1gh71ng pwn3r d00d. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Thx alot guys, you've been helpful. Still, I won't change the lighting tho. Unless there is a way to change the maps overall "minlight"?
<!--QuoteBegin--Sinister+Oct. 03 2002,07:25--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Sinister @ Oct. 03 2002,07:25)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Still, I won't change the lighting tho. Unless there is a way to change the maps overall "minlight"?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> You can but I reccomend against it. NS lighting is alot about contrast and raising the minimum light in the level will reduce the contrast. It would also effect your tricksy compile times. Map -> Map properties -> Default Light Level.
Set ambient world light (0.0 to 1.0, r g b) This option sets a minimum light value to every face so that nothing comes out pitch black. The values are red green blue, scaled from 0.0 to 1.0
Right from the ZHLT reference file, a rad parameter. I've never used it myself, so I can't really give you any help or anything on it, but you could try and experiment with it a bit.
wut i do in case of a room or corridor too dark is just add a normal light entitie. then give it a white colour and make it a little bright only. That will lighten up most of the room corridor without taking excesive shadows, etc.... making it look like it was before but this time you can see the whole room <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->. You must think that dark is not black pitch, dark is just contrast and shadows, but always seeing the whole room -> (PT recommendation)(not me , of course).
Now for the crits <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Could we get a detailed layout? I mean with lables, so we know where the spawns are, and such.
Pic #5: The ceiling texture dosn't seem to fit, imho. It looks like a floor. Mabye something more solid, or a crosshatch pattern, make it look like metallic particle board. Either that, or reduce the texture size, it just seems to bother me <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
Hive #2, shot 2: There's infestation on the floor, but nowhere else? Seems a bit odd.
Hive #3: I believe it was mentioned, but this seems really boxy. Mabye it just needs a hive in it, but I think material like broken columns, and just general debri would help break up the walls/apperance.
Other than that, looks good, especially that hallway that started it all. Keep up the good work <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Ugh, my computer is really messy right now... Photoshop isn't working so I am unable to create a more detailed layout right now... I will post it here as soon as I get it to work again...
This level sort of looks like the Death Star. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
It's enjoyable, but it does need more lighting contrast and some areas do look plain (notably the 'second hive' shot with the transparent infestation on the floor) Good work overall.
The very first thing that came to my mind was "omg, dat is so AvP2-ish" and then, yes I saw u tellin us that u were gonna play it.. sinister, have we gotten inspiration from somewhere? =).
Pros: Great job, nive lighting, very good atmosphere from what I could tell -thumbs up-
Cons: A little too blockish for my taste, and a few empty hallways.. but thats about it. I like the reoccuring textures, makes u convinced its the same place. (I really dislike when u have 345 textures in a map, makes u disoriented and it doesnt mean it looks better)
Well, actually, none of the inspiration came from avp2... it came to me when I saw some screenshots of ns_kara. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
And now a little update on ns_nanite: I've started all over, (I know what you're thinking... but the last build took about a week to create from scratch.) using the same layout and a bit improved design (and wider corridors everyone! wohoo! ) And I also added "-ambient 0.001 0.001 0.001" to hlrad to prevent pitch black shadows, and I think it's great! I could actually leave the vents without lights (I won't.) and you would still be able to get through them with relative ease. Next, I have constructed some really nice doors that automaticly opens when you get close, letting out a constant stream of steam as the pressure keeps the doors open. Then when you leave, the pressure drops and the doors close... This actually uses 8 particle systems for each door and drops my fps from 70 to 50, so I guess I'll check the "high quality only" checkbox for it... Man I wish you guys could see this in game. Heh, I just walked in and out of the trigger_presence for minutes in amazement of my own creation... <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
Ok then... I'll post some more screenshots for analyzing when I'm done with the new build.
Comments
/me stares in utter disbelief.
Wow man, it looks absofrikinlutely GORGEOUS. Excellent use of lighting, textures look great, and VERY ingenious architecture. I especially like the room with the resource node out on the platform, and the one with the resource node on the floor and the vent waaaaay above it. We'll probably see some interesting gameplay situations in those two.
/me applauds.
Great job, the vertical areas are sexy, the hallways are pretty, and the lighting is pleasantly modest, no super sharp contrasts.
Out of 100%, i rate it 97%.
If you put more details in some spots, you could push it those last 3 percent <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Keep up the good work.
EDIT: second ACTUAL picture, not the overhead.
<!--EDIT|Cyanide|Oct. 02 2002,16:50-->
You really think so? Cool! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
But are we not forgetting about a certain mr. Banks? teh l1gh71ng pwn3r d00d. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Thx alot guys, you've been helpful. Still, I won't change the lighting tho. Unless there is a way to change the maps overall "minlight"?
You can but I reccomend against it. NS lighting is alot about contrast and raising the minimum light in the level will reduce the contrast. It would also effect your tricksy compile times. Map -> Map properties -> Default Light Level.
Set ambient world light (0.0 to 1.0, r g b)
This option sets a minimum light value to every face so that nothing comes out pitch black. The values are red green blue, scaled from 0.0 to 1.0
Right from the ZHLT reference file, a rad parameter. I've never used it myself, so I can't really give you any help or anything on it, but you could try and experiment with it a bit.
Now for the crits <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Could we get a detailed layout? I mean with lables, so we know where the spawns are, and such.
Pic #5: The ceiling texture dosn't seem to fit, imho. It looks like a floor. Mabye something more solid, or a crosshatch pattern, make it look like metallic particle board. Either that, or reduce the texture size, it just seems to bother me <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
Hive #2, shot 2: There's infestation on the floor, but nowhere else? Seems a bit odd.
Hive #3: I believe it was mentioned, but this seems really boxy. Mabye it just needs a hive in it, but I think material like broken columns, and just general debri would help break up the walls/apperance.
Other than that, looks good, especially that hallway that started it all. Keep up the good work <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
It's enjoyable, but it does need more lighting contrast and some areas do look plain (notably the 'second hive' shot with the transparent infestation on the floor) Good work overall.
Pros: Great job, nive lighting, very good atmosphere from what I could tell -thumbs up-
Cons: A little too blockish for my taste, and a few empty hallways.. but thats about it. I like the reoccuring textures, makes u convinced its the same place. (I really dislike when u have 345 textures in a map, makes u disoriented and it doesnt mean it looks better)
Simple is best
And now a little update on ns_nanite:
I've started all over, (I know what you're thinking... but the last build took about a week to create from scratch.) using the same layout and a bit improved design (and wider corridors everyone! wohoo! ) And I also added "-ambient 0.001 0.001 0.001" to hlrad to prevent pitch black shadows, and I think it's great! I could actually leave the vents without lights (I won't.) and you would still be able to get through them with relative ease. Next, I have constructed some really nice doors that automaticly opens when you get close, letting out a constant stream of steam as the pressure keeps the doors open. Then when you leave, the pressure drops and the doors close... This actually uses 8 particle systems for each door and drops my fps from 70 to 50, so I guess I'll check the "high quality only" checkbox for it... Man I wish you guys could see this in game. Heh, I just walked in and out of the trigger_presence for minutes in amazement of my own creation... <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
Ok then... I'll post some more screenshots for analyzing when I'm done with the new build.