Another hallway...

Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
<div class="IPBDescription">:p</div>i dunno if it's just me, but the only part of my maps that i seem to be able to get right are the hallways...  anyways;

ps; tell me if it's too dark/bright, etc...

<b>oh, and before you ask, the R-Speeds are approximately 170</b> sorry i forgot to have them in the pic...  <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->

Comments

  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Well, the lighting is perfect if it's really close to the Marine Spawn, and too bright if anywhere else.

    And don't worry 'bout r_speeds. From now on, everyone will assume that mappers know about the limitations.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    If this is near the marine start, I would see it as a fitting touch of calmness, lighting-wise. If near a hive or otherwise anywhere other than right next to the marine start, I would give it some more work. While I am really liking the ceiling you've got going, the whole thing seems a bit plain and lacking structural detail. Maybe some pillars or supports (or something totally different) would do it some good. Also if not near the marine start, I would suggest giving the lighting a bit more of a moody feel... Maybe take out the continuous line of lights, and try some spotlights with some texture lights nicely spaced along the wall. If it is in fact near the command/marine start then I think the lighting looks good, but could use some nice colored accents.

    Looks promising... add some more structural detail, rework the lighting a bit, and I think you might have something quite nice on your hands. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The lighting is a bit OTT.  It's lit like an art gallery, except I don't see any paintings on the walls.  Pick either uplighting or downlighting.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    lacks some detail, but i guess it's just a start, i would lower the brightness even if it's near the marine-spawn.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    I agree, the brightness is a little bland and bright. Tone it down a little and use an... env_gamma around 1.8 (that correct you smart mappers? ) It helps to add some contrast to the lighting.
  • Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
    well, i re-worked the structure, at no great sacrififice to r_speeds, and imo, it looks a lot better, i still havent added the env_gamma thingie yet, i'll do that tommorrow, i'm tired <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> (it's 3:17 AM right now...)
  • Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
  • neagneag Join Date: 2002-01-24 Member: 12Members
    Now it looks quite good.
    The intersection between the hallways on the last pic is superb.
  • FreestylerFreestyler The First NS Fan Join Date: 2002-01-24 Member: 20Members
    When you do a final compile of this map put more bounces in the lighting and maybe some smoothing.  That way you won't get those jagged looking shadows that are in the second pic.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    hey like they say sweet and simple, due to the simplicty of the map so far the r_speeds make me very happy. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I like the first hallway a lot better now, much nicer! You've also got some awesome contrast in the glass hallway that you were showing before. Great work <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    i really like the improved hallway, also i can really imagine a firefight running around that last corner... very exciting...
    however, i think that the wall in between the two hallways doesnt do such a critical point justice.
    perhaps a decal with arrows to wherever the halls go or a terminal (maybe it controls shutters or something) would add a nice spot of detail and make that junction even nicer!
  • UnknownUnknown Join Date: 1970-01-01 Member:
    say, in the first and second pics are those long lights there actualy giving off light?

    dont for get to make those hallways lead to some large room for fighting.
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