Ns_chromium
ShenTraX
Join Date: 2003-11-10 Member: 22434Members, Constellation
<div class="IPBDescription">Alpha Screens</div> <img src='http://users.theville.org/shentrax/Images/scratch0000.JPG' border='0' alt='user posted image' />
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- Comming soon.
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- Comming soon.
Comments
Good work.
on one hand... on the other there is a slight lack of additiv architecture. maybe you should use textures from the same "family" to create a more fitting look. butI have to admit that the lightning is pretty nice. only the hive location could need some more color <!--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 to see that Peeps from the nsmapping are still around <!--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'm hoping to have a RC beta test the first weekend of September.
Gravity, Why the same-ole same-ole textures. As long as it works, right?
I dont know exactyl what you mean.
what I said is that you MAYBE should use textures within texture families. because there are some areas that dont work FOR ME when I took a look at the pictures. thats all <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Cant wait to test it <!--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-->
I'd use organised mess
The MS
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New Hive:
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- Walkway beside the pipe-like thingums needs supports to show it's not floating.
- MarineStart seems a bit monochrome.
I think you have some really cool going on with the lighting at the moment. There's a creepy eerie-ness to screenshots, and as Kester said, claustraphobic.
From the screenshots, it looks kinda cool that you've put the lights over the important map locations. I think you should do this for the majority of the map.
I could just imagine some marines defending that base and not being able to see that much going on in the darkness beyond the pillars.
My advice is to put a some cool atmospheric lighting around the res nodes and other important map locations, but then have the nodes surrounded by darkness and gloom. This would make it harder for res nodes to be taken control of, which would make winning the game more of a challenge.
I like what you have going here, keep up the good work
other than that, like i said before, looking good