Looks good man, specially that first screenie. The lighting isnt that good though, its too harsh imo, I mean, there are a lot of light sources but they dont light much. Maybe its just me but I dont like the lighting <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> ms look like a seventy dancing club with the fever time musics hehe.
You need something other than the same pipes and architecture making up the map. It seems a bit too repeatitive, I feel there is nothing new in your latest screenshots. Also change that light texture (points to the red) as the black surrounding the colour just looks awful.
<!--QuoteBegin-Thaldarin+Mar 22 2005, 02:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thaldarin @ Mar 22 2005, 02:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You need something other than the same pipes and architecture making up the map. It seems a bit too repeatitive, I feel there is nothing new in your latest screenshots. Also change that light texture (points to the red) as the black surrounding the colour just looks awful. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> What you call repetition other people call it theme and consistency.
Also: Can't see **** on that first screenshot. Please brighten it up and add other colors in there.
<!--QuoteBegin-Mendasp+Mar 22 2005, 01:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Mar 22 2005, 01:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Thaldarin+Mar 22 2005, 02:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thaldarin @ Mar 22 2005, 02:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You need something other than the same pipes and architecture making up the map. It seems a bit too repeatitive, I feel there is nothing new in your latest screenshots. Also change that light texture (points to the red) as the black surrounding the colour just looks awful. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> What you call repetition other people call it theme and consistency.
Also: Can't see **** on that first screenshot. Please brighten it up and add other colors in there. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Too consistent, it gets boring. Hence why it's repeatition, it is simply just boring to go through a map seeing exactly the same thing. For example your own combat map Sava, keeps a theme will not being anywhere near as repeatitive as spacer's map.
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> why all map have red repeating all map and same shapes and themes and even same textures and light this loosing details and ideas or some kind of computer crates or pillar, maybe a window and not a deck sky.
Thursday: Well... there ARE varied peices of architecture, but I happen to not take screenshots every 5 feet. You can tell where you are in every single room, because every room is different. Also, there is no such thing as too much consistency, that is an incorrect word usage. Someone with english as their first language would've known that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.
Carioca: I have no idea what you are talking about.
Mendasp: That's the screenshot I was talking about, it's brighter than that ingame... I don't gots no idea why it's become that much darker in the screen :/.
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> your map look like a catchup red and all the same.
<!--QuoteBegin-Spacer+Mar 22 2005, 05:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spacer @ Mar 22 2005, 05:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thursday: Well... there ARE varied peices of architecture, but I happen to not take screenshots every 5 feet. You can tell where you are in every single room, because every room is different. Also, there is no such thing as too much consistency, that is an incorrect word usage. Someone with english as their first language would've known that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.
Carioca: I have no idea what you are talking about. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Variance? Show it in your screenshots, rather than hiding it from us then <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
With English as a first langauge you should know a world so simple as 'English' should have a capital letter. Now lets not be pedantic about language <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Main reason for my post was to explain carioca's post. I think he is saying,
<i>Why does the map have all the same architecture and red lighting repeating over and over again? Even same textures and light seem to be used. Try adding some extra details such as crates, pillars, sky lights.</i>
My interpretation, I would say it is almost spot on. I think carioca is getting at the same point I am.
<!--QuoteBegin-Thaldarin+Mar 22 2005, 04:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thaldarin @ Mar 22 2005, 04:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <i>Why does the map have all the same architecture and red lighting repeating over and over again? Even same textures and light seem to be used. Try adding some extra details such as crates, pillars, sky lights.</i>
My interpretation, I would say it is almost spot on. I think carioca is getting at the same point I am. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Amazingly enough, I've posted pictures of rooms with crates, pillars AND skylights in! I'm not sure, but perhaps if you read my thread and look at the pictures simultaneously, you might notice them.
Amazingly enough I think carioca was emphasizing that there is not enough use of <i>extra</i> detail. Try not to dismiss any help any member gives you spacer, ignore at your own leisure of course. Try and keep sarcastic comments to a minimum to not offend other members if you can.
<!--QuoteBegin-Thaldarin+Mar 22 2005, 09:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thaldarin @ Mar 22 2005, 09:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Spacer+Mar 22 2005, 05:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spacer @ Mar 22 2005, 05:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thursday: Well... there ARE varied peices of architecture, but I happen to not take screenshots every 5 feet. You can tell where you are in every single room, because every room is different. Also, there is no such thing as too much consistency, that is an incorrect word usage. Someone with english as their first language would've known that.
Carioca: I have no idea what you are talking about. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Variance? Show it in your screenshots, rather than hiding it from us then
With English as a first langauge you should know a world so simple as 'English' should have a capital letter. Now lets not be pedantic about language <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Main reason for my post was to explain carioca's post. I think he is saying,
<i>Why does the map have all the same architecture and red lighting repeating over and over again? Even same textures and light seem to be used. Try adding some extra details such as crates, pillars, sky lights.</i>
My interpretation, I would say it is almost spot on. I think carioca is getting at the same point I am. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
I do listen to advice, as long as it's not advice to tell me what I've already done. Also if you don't like sarcasm, you shouldn't be on the internet. Especially not in a thread I started <img src='http://www.unknownworlds.com/forums/style_images/TSA_Skin-975/icon9.gif' border='0' alt='user posted image' />.
<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> ok sorry.
listen this:
you are showing too much the lighting textures so you have to hide the light texture from our eyes.
tip number 1 : dont make a unique texture light the main light. tip 2: dont over use a texture light to bright a room. 3: dont use a light texture to cover all room. red is a alertness color or danger color (people use that in 2 cases black out or problems). why not red is good? because our eyes try to push all red to our field of view in a close scale, so u will think that skull far way are mroe close and will shoot more try fire long ways and will scary when see one really close. blue light works in the other way making all far so you will shoot less, will think ridiculos a skulk nearby you and will try use your pistol instead of machine gun. people bring calm and happy in blue areas.
in the painting you can see far way hills are blue and nearby clouds are red.
you are showing too much the lighting textures so you have to hide the light texture from our eyes.
tip number 1 : dont make a unique texture light the main light. tip 2: dont over use a texture light to bright a room. 3: dont use a light texture to cover all room. red is a alertness color or danger color (people use that in 2 cases black out or problems). why not red is good? because our eyes try to push all red to our field of view in a close scale, so u will think that skull far way are mroe close and will shoot more try fire long ways and will scary when see one really close. blue light works in the other way making all far so you will shoot less, will think ridiculos a skulk nearby you and will try use your pistol instead of machine gun. people bring calm and happy in blue areas.
in the painting you can see far way hills are blue and nearby clouds are red. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> This man speaks the truth. I'm Dutch which makes it easier it seems for me to understand what he's saying cause of our natural ability to assimilate languages <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
j/k
Red is the most penetrating color there is and will push back other things you may want to show of, like architecture for example. It will make a room look very busy with the style you are using, since you have lots of 'dot ligts' in stead of long tube lights. The human eye will have trouble locking on to things in a room like this.
Now since I can't really see how much of the map is like this, so if it is a hallway and then arround the corner another hallway or something I don't think its a big problem. Just make sure that you don't have an overwhelming amount of independant red dots in one area.
[edit] The only area which you might want to take a look at is that infested area though since I think there it the only problem with the red dot lights.
The rest of the map looks rather nice, dunno where people are going with the 'lack of detail' thing. I think the map looks quite detailed in some areas o.O
Truely secks. Now, if only you could make that glass less full-bright... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
Painfully enough I'm going to have to agree with Thalidrin here. I would like to see more rooms that look like they have a function and less eclipsesc hallwayfest.
Maby work with some architexture that takes alway the square feel of your hallways and rooms, like arches, quarterpipes and rounder styled pillars. In all your SS you only have one picture of a room that has a ceiling hight noticably larger then pretty much every other picture of your map you have posted so far, and it looks incredlibly downplayed by the fact that the walls all meet the cieling in that room at right angles.
The texturing and lighting for the most part is really good, and you make a damn sexy hallway. I would just like to see more rooms that look less like elaborate hallways and more like functional parts of a space station.
<!--QuoteBegin-Swiftspear+Mar 23 2005, 08:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Mar 23 2005, 08:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Painfully enough I'm going to have to agree with Thalidrin here. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> That is when you know you are well and truly screwed.
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> spacer could you off dome red lights and bring darkness and make this a variation of the light?
<!--QuoteBegin-Thaldarin+Mar 22 2005, 10:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thaldarin @ Mar 22 2005, 10:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> With English as a first <b>langauge</b> you should know a <b>world</b> so simple as 'English' should have a capital letter. Now <b>lets</b> not be pedantic about language <!--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--> It must be great to have English as a first language because you can read between the lines.
Anywho. Spacer, I think most of it is great, but I have to agree that some places are too red. Here: <img src='http://another-world.org.uk/spacer/ns_impend/27.jpg' border='0' alt='user posted image' /> I think you should place some sort of thing shooting out from the wall on the left wall, sorta' like this: ____|ˉˉˉˉ|____ And white/yellowish lights. Possibly add a few spotlights, and some small blue lights. It's looking pretty good so far though, keep it up. I still think we need to see some taller rooms.
Comments
The lighting isnt that good though, its too harsh imo, I mean, there are a lot of light sources but they dont light much. Maybe its just me but I dont like the lighting <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<3
As in Urine? thats not very nice <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> _
But yeah, bascily its kind of nasty
As in Urine? thats not very nice <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> _ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Honesty is the best policy.
<img src='http://another-world.org.uk/spacer/ns_impend/28.jpg' border='0' alt='user posted image' />
For some reason these came out a lot darker than they are ingame, even after gamma adjustment in photoshop.. :S.
*Edited spelling.
What you call repetition other people call it theme and consistency.
Also: Can't see **** on that first screenshot. Please brighten it up and add other colors in there.
What you call repetition other people call it theme and consistency.
Also: Can't see **** on that first screenshot. Please brighten it up and add other colors in there. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Too consistent, it gets boring. Hence why it's repeatition, it is simply just boring to go through a map seeing exactly the same thing. For example your own combat map Sava, keeps a theme will not being anywhere near as repeatitive as spacer's map.
Carioca: I have no idea what you are talking about.
Mendasp: That's the screenshot I was talking about, it's brighter than that ingame... I don't gots no idea why it's become that much darker in the screen :/.
Carioca: I have no idea what you are talking about. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Variance? Show it in your screenshots, rather than hiding it from us then <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
With English as a first langauge you should know a world so simple as 'English' should have a capital letter. Now lets not be pedantic about language <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Main reason for my post was to explain carioca's post. I think he is saying,
<i>Why does the map have all the same architecture and red lighting repeating over and over again? Even same textures and light seem to be used. Try adding some extra details such as crates, pillars, sky lights.</i>
My interpretation, I would say it is almost spot on. I think carioca is getting at the same point I am.
My interpretation, I would say it is almost spot on. I think carioca is getting at the same point I am. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Amazingly enough, I've posted pictures of rooms with crates, pillars AND skylights in! I'm not sure, but perhaps if you read my thread and look at the pictures simultaneously, you might notice them.
Carioca: I have no idea what you are talking about. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Variance? Show it in your screenshots, rather than hiding it from us then
With English as a first langauge you should know a world so simple as 'English' should have a capital letter. Now lets not be pedantic about language <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Main reason for my post was to explain carioca's post. I think he is saying,
<i>Why does the map have all the same architecture and red lighting repeating over and over again? Even same textures and light seem to be used. Try adding some extra details such as crates, pillars, sky lights.</i>
My interpretation, I would say it is almost spot on. I think carioca is getting at the same point I am. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
Anyway, i still think it looks nice.
Also if you don't like sarcasm, you shouldn't be on the internet. Especially not in a thread I started <img src='http://www.unknownworlds.com/forums/style_images/TSA_Skin-975/icon9.gif' border='0' alt='user posted image' />.
listen this:
you are showing too much the lighting textures so you have to hide the light texture from our eyes.
tip number 1 : dont make a unique texture light the main light.
tip 2: dont over use a texture light to bright a room.
3: dont use a light texture to cover all room.
red is a alertness color or danger color (people use that in 2 cases black out or problems).
why not red is good?
because our eyes try to push all red to our field of view in a close scale, so u will think that skull far way are mroe close and will shoot more try fire long ways and will scary when see one really close.
blue light works in the other way making all far so you will shoot less, will think ridiculos a skulk nearby you and will try use your pistol instead of machine gun.
people bring calm and happy in blue areas.
in the painting you can see far way hills are blue and nearby clouds are red.
listen this:
you are showing too much the lighting textures so you have to hide the light texture from our eyes.
tip number 1 : dont make a unique texture light the main light.
tip 2: dont over use a texture light to bright a room.
3: dont use a light texture to cover all room.
red is a alertness color or danger color (people use that in 2 cases black out or problems).
why not red is good?
because our eyes try to push all red to our field of view in a close scale, so u will think that skull far way are mroe close and will shoot more try fire long ways and will scary when see one really close.
blue light works in the other way making all far so you will shoot less, will think ridiculos a skulk nearby you and will try use your pistol instead of machine gun.
people bring calm and happy in blue areas.
in the painting you can see far way hills are blue and nearby clouds are red. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This man speaks the truth. I'm Dutch which makes it easier it seems for me to understand what he's saying cause of our natural ability to assimilate languages <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
j/k
Red is the most penetrating color there is and will push back other things you may want to show of, like architecture for example. It will make a room look very busy with the style you are using, since you have lots of 'dot ligts' in stead of long tube lights. The human eye will have trouble locking on to things in a room like this.
Now since I can't really see how much of the map is like this, so if it is a hallway and then arround the corner another hallway or something I don't think its a big problem. Just make sure that you don't have an overwhelming amount of independant red dots in one area.
[edit]
The only area which you might want to take a look at is that infested area though since I think there it the only problem with the red dot lights.
The rest of the map looks rather nice, dunno where people are going with the 'lack of detail' thing. I think the map looks quite detailed in some areas o.O
Maby work with some architexture that takes alway the square feel of your hallways and rooms, like arches, quarterpipes and rounder styled pillars. In all your SS you only have one picture of a room that has a ceiling hight noticably larger then pretty much every other picture of your map you have posted so far, and it looks incredlibly downplayed by the fact that the walls all meet the cieling in that room at right angles.
The texturing and lighting for the most part is really good, and you make a damn sexy hallway. I would just like to see more rooms that look less like elaborate hallways and more like functional parts of a space station.
That is when you know you are well and truly screwed.
It must be great to have English as a first language because you can read between the lines.
Anywho.
Spacer, I think most of it is great, but I have to agree that some places are too red.
Here:
<img src='http://another-world.org.uk/spacer/ns_impend/27.jpg' border='0' alt='user posted image' />
I think you should place some sort of thing shooting out from the wall on the left wall, sorta' like this:
____|ˉˉˉˉ|____
And white/yellowish lights. Possibly add a few spotlights, and some small blue lights. It's looking pretty good so far though, keep it up. I still think we need to see some taller rooms.