Ns_palisade

ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
<div class="IPBDescription">wip thread with shots + test bsp</div> Heres some screenshots that are <b>not</b> 100% final. Please comment and critic (especially critic, as I could rip and tear my shots to pieces with critic if I wanted to) on the screenshots and the sample BSP I have provided.

Sorry to other 56kers who have to load many screenshots. Approximate size of test BSP is 270kb.

Test BSP: <a href='http://mysite.wanadoo-members.co.uk/thursday_lvldsgn/ns_palisade_p1.zip' target='_blank'>ns_palisade_b1.zip</a>

Picture 1 out of 6:
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Comments

  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Just realised resizing the pics lost quite a bit of quality especially in lighting. Oh well just open up the BSP and run in that, will restore the colour <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
    Picture 6 out of 6:
  • RadagastRadagast Join Date: 2003-06-29 Member: 17776Members, Constellation
    palisade is the nickname of a good australian ns player, WD!.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    Architecture is interresting but i find the light colours a bit gaudy.
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    I would say the same thing, just turn the lighting DOWN. It's WAY too bright, and see if you can make some more lights on the birdge thing, too dark.
  • KaliKali Join Date: 2002-07-01 Member: 858Members
    <a href='http://www.naturalselection.pexgames.com/games/halflife/mods/naturalselection/maps/' target='_blank'>Map added</a>
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Evil bOb+Sep 24 2004, 04:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Evil bOb @ Sep 24 2004, 04:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Architecture is interresting but i find the light colours a bit gaudy. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Gaudy? Explanation?

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I would say the same thing, just turn the lighting DOWN. It's WAY too bright, and see if you can make some more lights on the birdge thing, too dark.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    The "bridge" thing is a skulk ambush spot. I think its nice as it is and would be an interesting gameplay feature.
  • samejimasamejima Join Date: 2004-09-10 Member: 31569Members
    im not sure what he ment or if he ment the rewal meaning but gaudy means for example over done or to flash or tacky
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    <!--QuoteBegin-Thursday-+Sep 24 2004, 06:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Sep 24 2004, 06:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Evil bOb+Sep 24 2004, 04:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Evil bOb @ Sep 24 2004, 04:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Architecture is interresting but i find the light colours a bit gaudy. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Gaudy? Explanation? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well.. your using a lot of different colours and some of them don't mix well. For exemple on the first pic under the pipes it looks strange, there's a light green and a redish orange. Those colours put together remind me of a christmas tree.

    Without touching the solid work, and just tweaking the lights a bit i think you could get something much more impressive. It just doesn't seem to highlight the map at the momment...

    Maybe putting more colour to them instead of pale coloured lights, depends if your trying to get a Rendy.[CZech] style or not <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    im unable to test the bsp so these comments are from the pics only.

    1st pic is very nice but it has too many colors (talking about lighting). now i apologize, im too tired to pick the color(s) that should be changed =/ but it would look better with less colors.

    2nd pic, i dont really like the texturing, especially the walls. also it's straight all the way from the floor to the ceiling, looks a bit dull. the pic is also way too bright. i dont know if skulks can go under the walkway but if they cant make it so they can.

    third pic is way too dark but it looks interesting. i cant comment much since i cant really see the architecture.

    4th pic: the ceiling is a bit dull, same texture repeating. unless theres some reason for this thats obviously beoynd me u could try spicing it up. some supports that run across the whole ceiling perhaps. but make them not the same direction that the yellow stripes but the other way. damn im good at english <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    also that blue wall texture around the rt doorway or whatever is a bit out of place. but thats just a hunch, not completely sure.

    5th pic is nice, but im doubtful about the mix of purple and blue lights. the blue catches my eye especially, with it being next to those yellow pipes. rather change the blue than the pipes.

    in the 6th pic the walls are very bland but i'm not sure of thats a bad thing. it gives a nice contrast to that set of pipes. but i dislike the ceiling texture. maybe allow skulks to go on top of the pipe, as the corridor seems to be rather long.

    thats all i can think of. but very nice map, that is.
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    basically what they are trying to say is, you need to change the lighting, it sucks on bufallo <spellcheck please> balls <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> fix it please. darken gamma, fade up the lighting, and see if you can have some flickering lights, they ALWAYS give the gamer some scariness heh.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    i dont think the lighting sucks, it just needs minor tweaking. read my post.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Overall my main problem with your map is the red lighting, it's not red really, it's pink and it's ugly with that green it looks like an Easter-Christmas map gone awry. Tonight I will post detailed information concerning all aspects of it (I ran through the BSP) gotta go to a Ranger's Baseball game now, see ya!

    ~ DarkATi
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    The problem with red lighting on grey textures is it turns out pink unless the lighting is taken to an extreme.
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
    edited September 2004
    The lighting seems "bland", but good job thus far Thurs'.
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    <b>Thurs</b> - I guess my first question is: are these pics gamma corrected? cause if they are - then, yeah, it's too bright. I think my only real problem with what I see (besides the pic with the weird walls that bend back and forth - pic 2 I think) is that the lighting isn't overly focused. That or the gamma is too high and you have too many bounces in your hlrad command line. My favorite pic is definately number 6.. I don't think the corridor is too long - personally, I think the aliens have too many opportunities to own every map. In that last shot (no. 6) I'd try something like a deep red or a orangey colour - it will accent the gold pipes and give the whole area a devilish sort of glow - lot more character <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    Good work tho..
  • PhatmanPhatman Join Date: 2003-12-16 Member: 24436Members, Constellation
    I would like to warn you that you have named your map the same as the biggest nub in ns. You might like to reconsider.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Phatman+Sep 25 2004, 10:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Phatman @ Sep 25 2004, 10:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I would like to warn you that you have named your map the same as the biggest nub in ns. You might like to reconsider. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Erm you might like to reconsider the origins from where I get my name, naturally I ripped the word out of the Thursday song "War All The Time". The name of a set of cliffs in it is the 'palisade' cliffs. Naturally people come to very silly assumptions.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Overall my main problem with your map is the red lighting, it's not red really, it's pink and it's ugly with that green it looks like an Easter-Christmas map gone awry. Tonight I will post detailed information concerning all aspects of it (I ran through the BSP) gotta go to a Ranger's Baseball game now, see ya!
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I'll try to deepen it and I will probably remove quite a bit of colour from the green, seems too illuminous for others tastes.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Maybe putting more colour to them instead of pale coloured lights, depends if your trying to get a Rendy.[CZech] style or not  <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I'm using the ns_guard style I once had, until I lost the source .rmf.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Thurs - I guess my first question is: are these pics gamma corrected? cause if they are - then, yeah, it's too bright. I think my only real problem with what I see (besides the pic with the weird walls that bend back and forth - pic 2 I think) is that the lighting isn't overly focused. That or the gamma is too high and you have too many bounces in your hlrad command line. My favorite pic is definately number 6.. I don't think the corridor is too long - personally, I think the aliens have too many opportunities to own every map. In that last shot (no. 6) I'd try something like a deep red or a orangey colour - it will accent the gold pipes and give the whole area a devilish sort of glow - lot more character.

    Good work tho..<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Hehe yeah gamma corrected. I suppose if I lower the lighting fade fall out and reduce the bounce to 1 the lighting will look more direct and harsh. I tried to get a sense of ambiguity going with the lighting (red and green being opposites for those artists ou there) but it seems you people are too interested in this years upcoming christmas, and I just remind you all of it, hehe.

    The redish orange sounds good, I randomly chose blue because it was so different from the gold.

    I'll just update the lighting for now, got a monochromatic plan for that "weird wall" corridor, and I'll chop that up a little aswell.

    Thanks for the feedback guys, although the most disappointing bit of critic I expected to get but never did was ... "Too square, need better textures". It seems like everyone forgets that comment now <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • PhatmanPhatman Join Date: 2003-12-16 Member: 24436Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Erm you might like to reconsider the origins from where I get my name, naturally I ripped the word out of the Thursday song "War All The Time". The name of a set of cliffs in it is the 'palisade' cliffs. Naturally people come to very silly assumptions.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I was joking...
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    it´s very colorful, I like this
  • Hologram0Hologram0 Join Date: 2002-11-19 Member: 9303Members, Constellation
    Looks good, I hope to see the changes...

    The brush work looks awsome, your map does look sort of blocky from my perspective, you did a good job breaking up the long hallways with details but the wall is still largely flat, perhaps give it some depth?

    The lighting is well... annyoing... But you are already changing that...


    Looks good overal, do you have an overview we can see?
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    edited September 2004
    From a gameplay perspective:

    The turn in picture nr 4 (I'm assuming it's a corridor that turns, and not part of a larger room) is a bit too wide, especially being so near a resource location. Assume a skulk is hiding behind the corning waiting to ambush, the marine would have all the room in the world to dodge him. Same goes for most pictures, except probably for nr 2.

    Note that this is based only on the very limited knowledge of the map provided by the screenshots.

    [edit] I really like screenshot one, that room has an interesting layout. Too bad I cant see it in relation to the rest of the map (provide an overview please).
  • TyrNemesisTyrNemesis trigger_CUT&#33; Join Date: 2003-09-17 Member: 20942Members, NS1 Playtester, Contributor, Constellation
    Hallway style reminds me of ns_nothing (but not too much. The details are better.) Whereas the overhead pipes make me think of caged. The style is not outstandingly unique but I can see it working out if you take special care to make certain areas in each room feel very unique and different from others. This allows the player to create landmarks in his mind and makes the map easier to navigate.

    So far, from looking at the BSP, i can say that how it looks in some places is like someone took a bland, flat-walled map and attached details to it with magnets, painted a few textures over the bland walls, etc. Even the architectural details (such as the slatted floor, and the protruding octagonal structures on the "boiler"-like objects) really don't add much to the feeling despite the r_speeds they consume. In order for such details to help, they can't look like a strawberry on a pile of sand... Find a way to blend them together and use detailing textures in conjunction with detailing architecture. Example: Rather than having an open hole in the floor boringly covered with rectangles textured to look like a grating, have a dual-octagon-shaped hole in the floor thusly covered. Then, it is much more interesting to look at. (See attached image)

    The room with the alien resource tower is better--the architecture seems to actually go somewhere and do something, rather than being a labored addition to an otherwise empty room.

    You might want to not use those copper-pipes-in-hanging-brackets too often, or they will become the eyesore of your map. The pipes which ring the room with the marine resource tower look nice, and actually do something for the room. If you want pipes in the cieling of almost every room on the map, use a couple different styles.

    And, one final stylistic observation. That damned yellgrey door texture in the 8-sided doorframe has been used in just about every NS map made since 2003. I'm sure i'm not the only person who is getting sick of looking at it. Consider varying your style with other types of doors, or even ask someone to create an all-new style of door for your map.

    Keep up the good work, with a bit more attention to purpose and flow of architecture you can make this a good-looking map.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    This map doesn't look like Guard at all to me.

    <img src='http://www.unknownworlds.com/forums/uploads//post-4-1076293974.jpg' border='0' alt='user posted image' />

    Now THAT's SOME GOOD LIGHTING. Keep at it.

    Cheers,
    ~ DarkATi
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-TyrNemesis^+Sep 25 2004, 05:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TyrNemesis^ @ Sep 25 2004, 05:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hallway style reminds me of ns_nothing (but not too much. The details are better.) Whereas the overhead pipes make me think of caged. The style is not outstandingly unique but I can see it working out if you take special care to make certain areas in each room feel very unique and different from others. This allows the player to create landmarks in his mind and makes the map easier to navigate.

    So far, from looking at the BSP, i can say that how it looks in some places is like someone took a bland, flat-walled map and attached details to it with magnets, painted a few textures over the bland walls, etc. Even the architectural details (such as the slatted floor, and the protruding octagonal structures on the "boiler"-like objects) really don't add much to the feeling despite the r_speeds they consume. In order for such details to help, they can't look like a strawberry on a pile of sand... Find a way to blend them together and use detailing textures in conjunction with detailing architecture. Example: Rather than having an open hole in the floor boringly covered with rectangles textured to look like a grating, have a dual-octagon-shaped hole in the floor thusly covered. Then, it is much more interesting to look at. (See attached image)

    The room with the alien resource tower is better--the architecture seems to actually go somewhere and do something, rather than being a labored addition to an otherwise empty room.

    You might want to not use those copper-pipes-in-hanging-brackets too often, or they will become the eyesore of your map. The pipes which ring the room with the marine resource tower look nice, and actually do something for the room. If you want pipes in the cieling of almost every room on the map, use a couple different styles.

    And, one final stylistic observation. That damned yellgrey door texture in the 8-sided doorframe has been used in just about every NS map made since 2003. I'm sure i'm not the only person who is getting sick of looking at it. Consider varying your style with other types of doors, or even ask someone to create an all-new style of door for your map.

    Keep up the good work, with a bit more attention to purpose and flow of architecture you can make this a good-looking map. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Now thats critic <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> I would reply individually to everything, but nothing can be discussed, only agree'd with.

    DarkAti: Heh, when I meant lighting style I was referring to the are in which I recreated, poorly recreated compared to the original however.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    The beginning of the change to the map, I tweaked the lighting quite a bit, and also changed some pipes and mis-aligned textures.

    Picture 1 of 4
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
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