Couple of new sentinal shots

nrbynrby Join Date: 2002-03-05 Member: 270Members
<div class="IPBDescription">Nothing major, just some progress images</div>Note these shots are <b>undetailed</b>

They will be overall brighter once i get the effects of env_gamma and tweak my rad file settings.

<img src="http://csnation.counter-strike.net/barney/personal/nsblah0000.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/nsblah0001.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/nsblah0002.jpg" border="0">
<img src="http://www.tbns.net/barney/test0015.jpg" border="0">
<img src="http://www.tbns.net/barney/test0016.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fanz0003.jpg" border="0">

Comments

  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    I love the roof in the 4th one down, and the rest look very cool. Im worryed though that you wont be able to incorperate enough cover for the lower classes of alien? If youve already tought it out I'd be intrested to hear your plans.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    I'll think of something <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    I'm not really near the r_speed limits... ...yet
  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    Yer I can tell that from the shots - I'm just intrested because you've taken a very different aproach to me, I'm putting in lots of bulk heads, doors and random wall features which provide cover so my r_speeds are inherantly quite high leaving me with minimal polys for detail also lots of really high contrast shodows.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks great. Very spooky. Can't wait to see it with detail. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    great architecture.  i really love the curvy work in these pics.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I think those last three could definitely benefit with some detail, but I'd say that those first three are very good.  I don't know what you could add, but maybe you'll get some ideas.
  • Stupid_PinkyStupid_Pinky Join Date: 2002-02-09 Member: 187Members
    I, on the other hand, dont like the first 3, the floors dont texture too well on curves, and theres nothing really interesting there yet, but as you said, its undetailed.  Maybe put some cool looking cave walls in there.  The flare effects on the lights look too cheesy to me.
    I spotted a few other texture errors too.
  • badmofobadmofo Join Date: 2002-01-28 Member: 121Members
    wo wo wo  - hold on a second....narby?  THE narby?  As in from CS mapping fame?  Wow - cool.

    oh and high stupid pinky <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    I like the lighting...could use to be a little dark..no, it's just fine.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    very nice indeed! some shots are very simple and still looks beautiful. That's professional.
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    What are those tunnel-thingies or what ever with fire in them?

    Just curious. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    [EDIT]That would be in the last image.[/EDIT]
  • Stupid_PinkyStupid_Pinky Join Date: 2002-02-09 Member: 187Members
    Oh yeah, hallways are too big and open.  
    Let me guess. Put a couple hundred crates in the map and it will be good?  D:
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Pinky you have a kind of sick desperation in your comments

    :/
  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    ACtually having one or two small crates in some of those corridors wouldn't be that bad of an idea. It'd give the Marines some cover and the alines somewhere to pounce from.
  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    AAARRRRRRRRRRRRRRRRRRRRRRRRHHHHHHHHHHHHHHHHHHH!!!!!!!! <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    i think there could be a alternative to crates. Why not make a... a... an... a... computer <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->? some air vents leading upwards (and after a little while there is a grate, which stops the aliens going in the whole vent) could add some ceiling cover for the lev3 and lev1.

    -

    another thingie, i don't know the setting of your map (spacestation, marine base) (add yourself to the <a href="http://www24.brinkster.com/mattrye/NSWorld/Main.ASP" target="_blank">ns World</a>)... but i think the walls on the first pics could be in a cave, it would be a bit standard, but i think it looks better.. At first i thought it was a cave, and i liked it, but then i saw it was a normal wall and became a bit disappointed...
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