Thats a big improvement, although i still don't like the green i see in pic 2 of 4, its too washed out and too bright, try making it more deep green and giving it a little less brightness. Also in that picture the colours look a little confused, you've got, yellow, white, green, and i think in the distance red and blue. Try narrowing down your choice of colours in each area, that doesn't mean you can't use all those colours, just try avoiding using them all at the same time.
Not had much time to work on the map lately, socialising (getting a girl at last) and doing my A-Level work. So here is some screenshots to comment on, nothing special.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
The blue lights in the second pic look pretty out of place. Not only are they cut by the angled trim awkwardly, no sane engineer is going to put huge lights at a 45 degree angle facing up from the floor, especially if they are barely providing enough light to see.
The first shot looks good, except for where the wall leaves off and the pipes begin. I'd clip that off so that there is a little bit of a flat edge adjacent to the pipes rather than just the slope. In case my descriptions fail me today, ASCII ART! <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> rather than do this _______ _______ / / / / / |<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
In the third shot, the room looks washed out. Kill the white lights, make it moody.
Yeah, definitely harshify (coinage!) the orange; at the moment that corridor looks depressingly bland. Rest of the map does look good though, stick to it.
screen2..looks good but..remove the wires..they just dont fit in..at least not from that angle.
and screen3..looks to dark maybe just alittle light..not alot lighter just a tad..other then that me likes..(im basing these off the 1st pics u posted.
<!--QuoteBegin-Shask+Oct 17 2004, 05:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shask @ Oct 17 2004, 05:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> screen2..looks good but..remove the wires..they just dont fit in..at least not from that angle. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Wires!? There is no transparencies there, just a 2d pipes texture (of which I must add I love the texture).
And yeah I will change that stretched texture it doesn't look too swell. I understood without the ASCII art moultano <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I agree totally curvature is good.
Thanks for the support and clarification on making the orange harsher, I would have initially done it just it takes so long to compile as it is lol.
In the second shot I may well add more light, probably some harsh blue above where the blue is now, streatching across the room.
Okay I think this is much better, I still like the idea of the blue being faded next to that white though. Gives a fuzzy feeling especially with harsh lighting in the players line of sight, nice to have a balance.
Picture 2 of 2 Probably the final of the evening, no idea when you can expect another set of screenshots. Got work to do during the week <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
you really like black arrows on yellow ground, dont u? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I think it looks to repeating to have that arrows on every one of those things that carry the pipes. you coud try simply scroll the texture down to the black part of that texture. no comment about light - i cant critisise lighting
Looking nice thurs, but some places need more work specially on the lighting. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
<!--QuoteBegin-Thursday-+Oct 17 2004, 10:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Oct 17 2004, 10:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not had much time to work on the map lately, socialising (getting a girl at last) and doing my A-Level work. So here is some screenshots to comment on, nothing special.
Almost had a heart attack! I thought that the red lines in the first pic were an over-stretched grate. Phew! Nothing else to say other than I'm not a huge fan of <i>most</i> NS.WAD tex.
EDIT: Took a more detailed look at the pics. +Door trims, +Harsher lighting, how high is that corridor?
What might stop it looking so flat is if you trim the doors AND ALSO push the doors into said trim. It might require a bit more than a standard trim though, and you probably have more than enough r_speeds to spare in that area.
Pull stuff out of the wall, like this: <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->|\ | |<!--c2--></td></tr></table><div class='postcolor'><!--ec2--> Just to spice it up a little.
Ive already curved the walls and added some extra more atmospheric lighting in those areas, I just can't be bothered to post pictures as I'm working on another area.
<!--QuoteBegin-OneEyed+Oct 23 2004, 10:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OneEyed @ Oct 23 2004, 10:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A playable version would be nice. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> If you look in my sig you will see something close to 5% complete, which is hard to make a playable version of.
Comments
Note: Couple of new areas coming soon, I just want to get the lighting sorted out first.
Picture 1 of 3
Harsher blue spot lights going up from the blue texture light, maybe?
Harsher orange spot light on the "wet" walls?
The first shot looks good, except for where the wall leaves off and the pipes begin. I'd clip that off so that there is a little bit of a flat edge adjacent to the pipes rather than just the slope.
In case my descriptions fail me today, ASCII ART!
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
rather than do this
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In the third shot, the room looks washed out. Kill the white lights, make it moody.
and screen3..looks to dark maybe just alittle light..not alot lighter just a tad..other then that me likes..(im basing these off the 1st pics u posted.
Looks good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Wires!? There is no transparencies there, just a 2d pipes texture (of which I must add I love the texture).
And yeah I will change that stretched texture it doesn't look too swell. I understood without the ASCII art moultano <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I agree totally curvature is good.
Thanks for the support and clarification on making the orange harsher, I would have initially done it just it takes so long to compile as it is lol.
In the second shot I may well add more light, probably some harsh blue above where the blue is now, streatching across the room.
Picture 1 of 2
Probably the final of the evening, no idea when you can expect another set of screenshots. Got work to do during the week <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
no comment about light - i cant critisise lighting
Picture 1 of 3
<img src='http://www.unknownworlds.com/forums/uploads//post-4-1098027147.jpg' border='0' alt='user posted image' />
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you should replace the green wall texture with something, it doesnt fit there very well.
Also thinking about adding some extra red lighting near the bevelled "top" section of the corridor.
EDIT: Took a more detailed look at the pics. +Door trims, +Harsher lighting, how high is that corridor?
Doorway 128h and 192h
Vented / non jetpack accessible = 736h
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->|\
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Just to spice it up a little.
Thanks for the help though.
If you look in my sig you will see something close to 5% complete, which is hard to make a playable version of.