Co_ns
Naigel
Join Date: 2003-07-23 Member: 18376Members, Constellation
<div class="IPBDescription">Yeah, name will change.</div> WIP, co_ns. There are 9 screens coming your way.
Please do NOT post any reply until the ninth has been uploaded, thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> .
Comments ... PLEASE <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> .
Please do NOT post any reply until the ninth has been uploaded, thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> .
Comments ... PLEASE <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> .
Comments
Some screens are old, in the current version there are some changes.
The screens are WAY darker than ingame. Ingame it's more bright.
I'm about 60% done.
Also, get a little more detail up things, some things look.. ugly.
Other than that, good job.
I like what I see... too bad it's a co_ map... with the low-poly look you've got going, t'would be nice for an classic ns map)
Change that ceiling texture its way too repetitive and those join_team textures are aweful!!!
thats a pretty sweet idea, but a vent only breakable from 1 side? doesnt seem to work for me. how about you "use" it and it moves off. like a manhole cover. then you use it again and it moves back on.
Can u change some textures? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I feel the same way, in areas the ceiling is extreamly dull. Liven it up. And also the area that has a lot of wall lab textures is not glorious at all (Picture #9). I suggest changing the textures, or scrapping the area and going for a different look. The #1 picture, however, caught my attention.
It does not look dull/plain people if you ask me, just take a closer look at the screenshots <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> not all maps need contrasting lighting and textures, frankly i'm kind of bored with all the maps and their contrasting lights, this map uses a more realistic way of lighting, which looks good
<b>The only 2 problems I have is:</b>
- Screenshot 4, those screens look weird like this, since there is no human interface like a keypad or keyboard yet there is a chair.
- I personally don't like those doors, maybe use a different texture?
It does not look dull/plain people if you ask me, just take a closer look at the screenshots <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> not all maps need contrasting lighting and textures, frankly i'm kind of bored with all the maps and their contrasting lights, this map uses a more realistic way of lighting, which looks good
<b>The only 2 problems I have is:</b>
- Screenshot 4, those screens look weird like this, since there is no human interface like a keypad or keyboard yet there is a chair.
- I personally don't like those doors, maybe use a different texture? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Lighting makes or breaks a map. While he isn't using the popular contrasting technique, he succeeds in being different in the lighting department, but fails to get any sort of attention with his use of it.
If your to use a non contrasting approach you have to go extra lengths to get the map to look interesting to the eye. Which, sadly at the moment, looks very dull with the current architecture combination. While he has ideas, it's just not at all interesting at the moment in these screenshot's.
His first screenshot for example is a wasted opportunity; pipes could be extended across the roof attached in place from meaty support beams along with wires draped underneath. The floor, just one simple boring textures, very un-interesting; it could be clipped either down the centre and adjusted in height for some alteration to it, or clipped along from each individual pillar he has going across the window and have the beam texture extrude along the floor to break it up and not look so plain.
Spotlights could then be cast down the sides of the walls combined with ambient blue or red light emanating from the pillars on the window or from the support for the said pipes. There's just so much that could be made better about that one screenshot.
The lighting however in screenshot 6 is nice the rest is to much of the same color which can get kind of boring, shadows and spots would help there indeed.
The architecture doesn't need a change since it looks good and don't crank up the gamma ramp since the light style is good @ the moment, just work on accentuating areas with the use of spots and shadows (the most powerfull tools, to bad the revized versions of some official maps use a higher gamma ramp, the old maps look was better...)
Another tip btw on screenshot 6 is to use overlay lights on the screens <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
It does not look dull/plain people if you ask me, just take a closer look at the screenshots <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> not all maps need contrasting lighting and textures, frankly i'm kind of bored with all the maps and their contrasting lights, this map uses a more realistic way of lighting, which looks good
<b>The only 2 problems I have is:</b>
- Screenshot 4, those screens look weird like this, since there is no human interface like a keypad or keyboard yet there is a chair.
- I personally don't like those doors, maybe use a different texture? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Lighting makes or breaks a map. While he isn't using the popular contrasting technique, he succeeds in being different in the lighting department, but fails to get any sort of attention with his use of it.
If your to use a non contrasting approach you have to go extra lengths to get the map to look interesting to the eye. Which, sadly at the moment, looks very dull with the current architecture combination. While he has ideas, it's just not at all interesting at the moment in these screenshot's.
His first screenshot for example is a wasted opportunity; pipes could be extended across the roof attached in place from meaty support beams along with wires draped underneath. The floor, just one simple boring textures, very un-interesting; it could be clipped either down the centre and adjusted in height for some alteration to it, or clipped along from each individual pillar he has going across the window and have the beam texture extrude along the floor to break it up and not look so plain.
Spotlights could then be cast down the sides of the walls combined with ambient blue or red light emanating from the pillars on the window or from the support for the said pipes. There's just so much that could be made better about that one screenshot. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Makes me think of Hera ^_^
When using overlays with the gamma ramp set the value somewhat quite a bit lower than 255. This is because the overlay will appear overbright and look yuk. Nice suggestion though Kouji, would work well.