Ns_palisade

2»

Comments

  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
    Picture 4 of 4

    Note: Couple of new areas coming soon, I just want to get the lighting sorted out first.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    i love the moody looks of those new shots, keep up the good work
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    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.
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
    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.

    Picture 1 of 3
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
    Picture 2 of 3

    Harsher blue spot lights going up from the blue texture light, maybe?
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
    Picture 3 of 3

    Harsher orange spot light on the "wet" walls?
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 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.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    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.
  • ShaskShask Join Date: 2002-12-18 Member: 11083Members
    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.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    That stretched texture in the last shot looks horrible. Replace it.

    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-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--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.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    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 1 of 2
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    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-->
  • the_bERtthe_bERt Join Date: 2004-06-21 Member: 29436Members
    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
  • JimmehJimmeh Join Date: 2003-08-24 Member: 20173Members, Constellation
    edited October 2004
  • Minotaur0Minotaur0 Join Date: 2004-09-30 Member: 32017Members
    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-->
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    edited October 2004
    <!--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.

    Picture 1 of 3
    <img src='http://www.unknownworlds.com/forums/uploads//post-4-1098027147.jpg' border='0' alt='user posted image' />
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    you should replace the green wall texture with something, it doesnt fit there very well.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Picture 1 of 2 ... Update to the corridor with a low ceiling that was golden pipes.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Picture 2 of 2
    Also thinking about adding some extra red lighting near the bevelled "top" section of the corridor.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited October 2004
    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?
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
    It's kinda...square. D:
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Accessible areas 408h
    Doorway 128h and 192h
    Vented / non jetpack accessible = 736h
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    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.
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
    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.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    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.

    Thanks for the help though.
  • OneEyedOneEyed Join Date: 2003-03-14 Member: 14493Members
    A playable version would be nice.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--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.
Sign In or Register to comment.