7 ns_veil screens @ ns world
KungFuSquirrel
Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
<div class="IPBDescription">Seven? aah!</div>Yep. Most of them you've seen in some form or another before, but a number contain updated versions of older areas, and quite frankly, I need some feedback. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
<a href="http://www24.brinkster.com/mattrye/NSWorld/Map.ASP?UniqueId=%7BFFFADCD8%2D55DC%2D4BC9%2DBBF7%2D0AD35B3CB924%7D" target="_blank">ns_veil @ NS World</a>
And, for your trouble, here's a brief preview:
<img src="http://planethalflife.com/awmaps/ns_world/veil_full1.jpg" border="0">
<a href="http://www24.brinkster.com/mattrye/NSWorld/Map.ASP?UniqueId=%7BFFFADCD8%2D55DC%2D4BC9%2DBBF7%2D0AD35B3CB924%7D" target="_blank">ns_veil @ NS World</a>
And, for your trouble, here's a brief preview:
<img src="http://planethalflife.com/awmaps/ns_world/veil_full1.jpg" border="0">
Comments
BTW- ceiling archetecture in the shot looks really cool but just a bit random... whose lookin at the ceiling though? lol <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
try to set the lights to 110 or 100.
I’ll follow the consensus here, the overlook it great.
I like the ‘Slightly more colorful’ corridor also, its got a nice shape <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> or smooth geometry as Greedo put it.
I agree with Flayra that it could use more details though, as the very barren feel is the only thing I don't like so far.
I'd also add that you could use more little details, especially in the form of small glowy lights, delicate trim and other details at that level
<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Oh, don't worry. With polycounts being as suprisingly low as they are, I think I'll be having quite a bit of fun with detailing work! Given the layout, I expected much worse in the polycount department.
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->it's a bit brite dont you think?
try to set the lights to 110 or 100.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
1) They're supposed to be. I'm designing this map with a distinct contrast between the 'clean' areas and the infested areas. Lighting is exactly how I want it thus far.
2) If I set the lights to 110 or 100, nothing would show up. I'm using exclusively textured lighting thus far, which is calculated completely differently than entity lights, which, aside from spotlights, I despise.
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->ceiling archetecture in the shot looks really cool but just a bit random...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Nothing I've done in this map is random. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Well, actually... come to think of it, I suppose that ceiling is intentionally random. That'll be more apparent inside the commander area when I get a floor-level view looking up.
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Some shots have a very square and blocky architecture (lift, doorway) while some have more smooth geometry (connection, colorful)<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Hmm... now that you mention it, that almost bugs me, too... I am going for the contrasting effect, but in areas with the same texturing style, I also have differing architectural styles... I'll take a look at that.
I don't think the ceiling is random at all... just detailed... with lots of hiding places... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
I actaully can't really find much wrong with those shots, beside the fact that they do need a bit more <i>little</i> details. Your architectural detail looks great.
The variance in the architecture styles isn't something I noticed until it was pointed out. I doubt a player would notice it either. If you want to change it, that's fine, but I wouldn't put it at the top of your priority list.
(bumping this over my old post; this is where I really need the feedback)