7 ns_veil screens @ ns world

KungFuSquirrelKungFuSquirrel 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">

Comments

  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks great AW. I really like how you can create such great looking and interesting areas while keeping the r_speeds so low. The overlook we've been seeing is just awesome. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I feel like a broken record, but I completely agree.  The overlook rules.  r_speeds are amazing.  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.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    This is some really great work you have going here.  I think that the whole metal theme is really working out well for you.  Now, since I know you're looking for criticism, here goes.  Some of your shots have beautiful contrast (infestation) while some seem a bit bland (doorway to unknown).  Also, I notice some inconsitency in the architecture.  Some shots have a very square and blocky architecture (lift, doorway) while some have more smooth geometry (connection, colorful).  Nevertheless, a little variance might not hurt, and its some overall great work.
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    I guess its just me, but my browser only loads one shot, which looks real nice.... wish i could see the rest.
    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-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Trane, you must have missed the link at beginning of his post. The shots are at NS_World <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • UnknownUnknown Join Date: 1970-01-01 Member:
    it's a bit brite dont you think?
    try to set the lights to 110 or 100.
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    Nice work man!

    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.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--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-->
    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.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I think the lighting is perfect thus far... I agree with your reasonings for making it a bit brighter there (It's actually not all that bright..)

    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.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    I have a completely black area now! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> Don't plan on keeping it that way, of course, but I just finished the architecture for one of the hive rooms last night... I've got a lot of work yet to go, but I think I may have one entire direction of the map complete by the end of the weekend.

    (bumping this over my old post; this is where I really need the feedback)
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Are you using env_gamma? (I'm trying to figure out if the maps are just -dark- or if it's me.)
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Yes, I have an env_gamma set at 1.4.
  • FreestylerFreestyler The First NS Fan Join Date: 2002-01-24 Member: 20Members
    Gamma settings do not affect screenshots, Molecular.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Yeah I know. If env_gamma is high, the screenshots will be dark without editing. Which means the reason they're dark on my screen is because they haven't been bumped, rather than the reason being that they're just dark.
Sign In or Register to comment.