Ns_penumbra's hangar
Yamazaki
Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
<div class="IPBDescription">More map pics to stare at</div>After spending so much time making my hive areas look super good I realized my marine start point was looking rather drab by comparison. The boarding shuttle wasn't as good as it could've been, and its 'skin' was using up far more texture memory than it should've been. I also had some nice railing textures that were dying to be used. So I redid everything today and here's the results.
Marines spawn at the bottom floor where the shuttle is. Elevators and ladders (Not shown, I removed the old elevator to make more room for the shuttle) link the catwalk to the bottom floor. The booth overlooking the hangar is where the commander console resides. Players can access the booth by either the main door or by smashing through the window.
It's intentionally bright and wide open, this is where the marines spawn and should be there 'home turf'.
Marines spawn at the bottom floor where the shuttle is. Elevators and ladders (Not shown, I removed the old elevator to make more room for the shuttle) link the catwalk to the bottom floor. The booth overlooking the hangar is where the commander console resides. Players can access the booth by either the main door or by smashing through the window.
It's intentionally bright and wide open, this is where the marines spawn and should be there 'home turf'.
Comments
Maybe make it a tad darker to gain contrast.
The shuttle is looking a bit tubby now and more starfleet than homeworld. I don't think the blue stipes work that well with the rest of the ships textures. Makes it look like a kiddies toy. It's a big drop from that airlock too (how many units?). A ramp or some stairs to sort that.
I notice you're still putting hazard stripe all over the place (underside of catwalks, some ceiling fittings). If it doesn't move, trim something that moves, trim a big drop or trim a very low ceiling I don't see why it needs hazard stripe. Overuse makes hazard stripe less effective.
Your custom railings are <i>sooo</i> realistic, I just noticed them. I geuss it was all those hazard stripes distacting me.
Maybe make it a tad darker to gain contrast.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Remember that not all areas of your level need to be ultra-contrasting. That would get a bit sickening. This is the marine start, and I think the lighting is perfectly fine.
That's not to say you can't have high contrasting lighting in or near your marine start either. As long as everyone can see clearly, and it is easy to move around in. At least that's my opinion the issue. It might be tricky to pull off, but it's definately possible.
<b>Anyway,</b> Nice shots, Yama. :) I really like the theme of this room. It's so original looking.
(And those stripes are fine.)
The old shuttle was good...but this is cool!! the nose reminds a little the nose of a Hind helicopter.
Great work, i agree with the others,make this area a bit more darker,from lot of illumination down-to-top,always the cool!
RAMP FOR THE SHUTTLE'S AIRLOCK - Good point, I'll put in one of those movable staircases they use on airport tarmacs to offload planes.
HAZARD STRIPES UNDERNEATH CATWALK - Oops. I was gonna make an underside texture, but seemed to have misplaced it.
BLUE STRIPING ON SHUTTLE - Textures will probably be altered a bit over time, this is just a first draft.
TEXTURE MEMORY - Actually I freed up enough texture memory already, I don't need to remove the original shuttle textures to keep the textures I have now. However, the original shuttle textures were really inefficient and wasteful, and by removing them I can make lots more animating effects like computer consoles and holograms.
SHUTTLE LOOKS TOO TUBBY - The first shuttle was too sleek, it couldn't possibly have held 16 marines and still have room for engines, missiles and other internal components. This one at least looks like a proper transport shuttle. It also reminds me of the Taidani Bomber from Homeworld, but the resemblance is purely accidental. Since the shuttle is rather low on r_speeds I'll probably add a few more details to it.
PARTICLE EFFECTS - Already ahead of you on that one. The hydraulic clamps holding the two personnel containers will emit periodic bursts of steam. I just need to tweak the effect so it looks right.