2nd wave of freon screens

nrbynrby Join Date: 2002-03-05 Member: 270Members
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon0012.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon0013.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon0014.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon0015.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon0016.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon0018.jpg" border="0">

Comments

  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    OOOOooooooOOOOOOOOOooooo
    GOOD JOB NARB
    Heh, first time I've posted in months O_o
  • Stupid_PinkyStupid_Pinky Join Date: 2002-02-09 Member: 187Members
    Better.  I like pic 1 a lot for some reason
    Now if you could think of a way to detail it that doesnt involve crates...
  • freelancerfreelancer Join Date: 2002-03-18 Member: 330Members
    it looks really nice and i especially like the 3rd and 4th pic but i would love to see some more detail in the other areas
    keep up the good work

    cu lance
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    I dont know, I rather like crates. As longas youve got a good crate texture they can work much better than barrels, random chunks falling out of the walls, etc, as long as its done in context and in moderation.

    As for the pics, I think the use of that bland metal texture with ridges in it is overused. But its only new, so I hope im right in thinking those are placeholder. Other than that, the architecture is lovely, and I can wait to see this tweaked and detailed.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    A lot of the dark corners you see are just bits that lead of to sections i havn't lit yet
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    It looks awesome did you get some of your inspiration from redfaction as it reminds me of redfaction in the layout somehow.
    Great work.
    I will not bugg you about adding more detail as you are still working on it. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    I've only played the demo of red faction the mine level, the rocket is kewl
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    the whole game is really cool yust a bit to short as many games today i completed the full game in 2 days in the normal difficulty so if you play it choose the harder difficulty. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I really don't like those red lights in the first few pics.  They really don't seem to fit with the architecture and texturing their placed on.  Aside from that, I feel you've got the lighting fairly well.  And, I also think you could add a lot of detail into some of those shots.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I really like that 4th shot. Looks really really great! I'm not so sure on the lighting though... the lighting in the fourth shot really suits it well, as does it in the 6th... but I'm not so sure about the rest. I sound like a broken record here, but I think you could use a bit more lighting contrast in general. All of your light tones seem so smooth and... pale, to me. The red, for example. I think it could be a bit bolder. You even mention that the dark corners are just places you havn't lit yet... that has me worried. Those dark shadows were the only reason I wasn't going to bring up the contrast issue until I read your comment.

    I'd say you should at least keep the concept of lots of nice shadows in mind. You don't have to go to the extreme, but lots of contrast is heavily recommended for NS maps. It is also quite possible to manage this while keeping a room decently lit and easy to make your way around in.

    Othewise, I think the shots are great. Very cool architecture and detail. The 4th and 6th shots just plain rock!

    BTW, Fam, I think that slotted metal rim texture is spiffy... it is EVERYWHERE in my map. Hehehe <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->



    <!--EDIT|ken20banks|Mar. 20 2002,20:03-->
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    i like that clean-cut look.  great job narb.
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    Nice, but how will the commander be able to reach the marines under the brigdes and such? Or are you thinking that the commander could wait 'till the marines moved a bit further away from the brigdes? That might work. :S

    Did I miss any discussions about the commander being able to select ppl under brigdes and such?
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Kassinger, you can always make the bridges or overhangs "fun_seethrough" entities... that would allow the commander to see through them (it makes things translucent), and I <i>think</i> you can select things through them... Could be wrong there.
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    So if there were marines both <i>on</i> and under a brigde, the commander would select all at once while dragging a big enough box to cover the whole brigde? And if he made a waypoint on/under the brigde, where would the waypoint end up then?

    Of course since the marines are human players, the commander could just make a waypoint and tell them he meant under/over the brigde.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The colour of the light in these pictures does not seem to match the colour of the light sources.
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