Could use some critisism
badmofo
Join Date: 2002-01-28 Member: 121Members
<div class="IPBDescription">Loading bay done (or is it?)</div>PLEASE READ BEFORE POSTING:
ok i know this room is huge...but it is VERY near the marine start...and i purposely am making the rooms near the marines bigger (so they have an advantage). I know it looks like everything lately is big but that's because i've been focusing on the marine end of the map lately.
anyways...this is the loading bay - it's taken from bob's POV (i love playing as him lately) - behind me is the outdoor landingpad and the transport ship cliff is modeling. My main concern about this room is lighting. I feel it's a little bland by comparison to the rest of my map. What do you guys think? Should i take out the floor lights? make them more intense? Add spot lights? Take down the ambient blue (from the wall lights) and then use spot lights?
and if you think it's fine the way it is...just say that...i've just been looking at it too long and need another perspective.
<img src="http://filebox.vt.edu/users/malavi/NS_pix/newpix/sync0700002.jpg" border="0">
PS - i also had updated outdoor area to show, but with all the recent revolting against the outdoors...i got scared of the tar and feather and thought it best to keep it to myself <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> - heheheheh.
ok i know this room is huge...but it is VERY near the marine start...and i purposely am making the rooms near the marines bigger (so they have an advantage). I know it looks like everything lately is big but that's because i've been focusing on the marine end of the map lately.
anyways...this is the loading bay - it's taken from bob's POV (i love playing as him lately) - behind me is the outdoor landingpad and the transport ship cliff is modeling. My main concern about this room is lighting. I feel it's a little bland by comparison to the rest of my map. What do you guys think? Should i take out the floor lights? make them more intense? Add spot lights? Take down the ambient blue (from the wall lights) and then use spot lights?
and if you think it's fine the way it is...just say that...i've just been looking at it too long and need another perspective.
<img src="http://filebox.vt.edu/users/malavi/NS_pix/newpix/sync0700002.jpg" border="0">
PS - i also had updated outdoor area to show, but with all the recent revolting against the outdoors...i got scared of the tar and feather and thought it best to keep it to myself <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> - heheheheh.
Comments
Anyways - i thought this would also help give you an idea of what the room looks like...the lighting obviously won't show up well...but at least it gives you some idea of how the room is shaped so you can judge the screenshot better.
(you need divx to play it...its about 2 megs)
<a href="http://filebox.vt.edu/users/malavi/NS_pix/newpix/load.avi" target="_blank">Loading Bay Movie</a>
For lighting, I could definitely see some different lighting levels working here. Maybe lower the intensity on the middle layer (that bright one above the metwall tex) and stick some lights up top near the ceiling.
Edit: saw the movie. You could definitely add some extraneous wall and cieling detail, as long as it doesn't obscure the movement of the level one. I can't really feel too excited about this room right now, though I think the concept is good.
As for detail and lighting... For a place that's right next to the Marine start, I'd say that's pretty good. Maybe spread the lights out, instead of having one long bar on two sides, have lights all the way around or something? And a crate hanging from the ceiling that Bob can sit on. [edit](Or is there one there already?)[/edit] Or something.
<!--EDIT|Moleculor|Mar. 18 2002,18:26-->
The design of the room looks really nice, and you've got good texture use on the wall, but the ceiling looks a bit off in my opinion.
Nice stairs, BTW. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Looking forward to seeing more of this.
<!--EDIT|ken20banks|Mar. 18 2002,20:23-->
my point - The ceiling is way too bright in my opinion and the central floor area is looks realativly hard to defend, I'd put something large near that big hallway or I think the marines will want to get out of here as quickly as possible because they can lay adiquite defences. oh and dim the lights - add some spot on the ceiling to cover central area - like everyone else said.
allso try to darken a little, if this room isn't supposed to be light for some reason. I hate when people don't see your supersmart artistic idea with the lighting <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
"TO MUCH RED!!!"
Check my map posts if you have the time...
i cant say more that hasnt already been said
This room lacks detail, with some darker lighting people won't notice that anymore <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
bluish is good !
OK - well how about this? I feel this might be TOO much now. I was thinking of adding just a few blue texture lights along the walls to balance it out. I also changed the texture mid-wall. And made a slight change the to geometry above the catwalk. Give me your honest opinions. mainly i think i need to increase the ambient to balance out the contrast...but tell me what you think?
PS (THIS IS A HORRIBLE LIGHTING COMPILE - so don't pay attention to the large lighting patches)
<img src="http://filebox.vt.edu/users/malavi/NS_pix/newpix/load10001.jpg" border="0">
<img src="http://filebox.vt.edu/users/malavi/NS_pix/newpix/load10005.jpg" border="0">
How's that for criticism?
In the second shot the far corner spotlight seems too far back as its not casting any light down the side of the sticky-out bit like the other one does.
Could you have some sort of light beam effect on them large spotlights? that would make them stand out, at the moment theyre giving off a shed load of light but are only little white spots, try and emphisise them.
If people don't like how small those light fixtures are compared to how much light they are giving off, I would resize the actual fixtures rather then adjust the lights. I think it looks really nice.
I can imagine it might look a bit different once this glare gets off my screen though... I'll take another look tonight.
One thing I'm wondering... are those first shots you showed of this map (the landing pods, the elevator shaft, the generator, and the red room) still in the map? I couldn't make em out on your layout.
-Edit- After a second look, I noticed that while the contrast on the walls looks really nice, it appears far too harsh and abrupt on the floor at the top of the stairs... it doesn't look very pleasant changing from pitch black to white wash that abruptly. If this is where you think it is "a little too much", then I would have to agree.
<!--EDIT|ken20banks|Mar. 19 2002,23:03-->
1. Is that a window in that 'bulge' on the second floor? I'm guessing it hasn't been made into a transparent entity yet.
2. The old HL crate textures you have look rather odd next to the detailed NS textures. The main reason why they look so odd is because they're no 'power of 2' sized. If you really like that old texture you can pull them out of the HL wad and resize them in Photoshop, then put them in a custom wad with a new name.
3. Lighting looks perfect as-is. The majority of the room is well lit, with a few dark corners to add ambience.
i was not pleased with the lighting at first go...and i HATED the lighting in the second set of pics...so i decided to space out the harsh spotlights into smaller more tolerable ones...and also added red light into the vents under the catwalk and made a balance of the blue ambient (somewhere between the first and second compile).
Anyways...im sorry if you dont like it - but i feel this room is done. (as far as lighting is concerned)
<img src="http://filebox.vt.edu/users/malavi/NS_pix/newpix/load40000.jpg" border="0">
<img src="http://filebox.vt.edu/users/malavi/NS_pix/newpix/load40001.jpg" border="0">
<img src="http://filebox.vt.edu/users/malavi/NS_pix/newpix/load40002.jpg" border="0">
***ALSO - to answer a few questions that were brought up in this thread.
1 - who said i wasn't gonna allow the marines to go outside...this is the loading bay - that part of the map that has the sync transport ship on it...the part that juts out of the cliff face...i've been mentioning for weeks how the cliff face can be used by bobs and flyers as an alien only shortcut.
2 - yes that is a window in the "bulge" - but i don't have the available r_speeds/plane-limit to make it transparent and add anything behind it...sorry.
Only 1 thing I would improve on would be putting a small trim around the window, or perhaps indent it a couple of units.