Ns_hera new cliff look
Merkaba
Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
<div class="IPBDescription">Two screenies</div>By no means finished, but this is what it's going to look like now.
Comments
Keep it up, Merx <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
-Jacius
If you're looking for critcism, sorry to disappoint <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Those orange lights on the right in the second pic look a little dark. Not sure if it's the light, or the color, or what, but it looks dark for some reason.
Maybe I'll be able to get a custom model or something which has that 'chrome' effect on it. That would be sweet.
<b>Scottc1988</b> - um...go to www.valve-erc.com if you are unsure of making glass....
I looked those pictures over for a very loong time, Merkaba. Half the time was spent searching for something I didn't like, so I could manage to include some construcitve criticism here... and the other half was spent just... staring... really, really long... stares...
My one and only problem with the area is that it is obviously outside. I still find it quite amusing that this is one of the two official ns maps, and it's got a massive outdoors area.
Great job though... really, really nice. I want to play in hera sooo bad!!
Good thing you didn't include a smallish movie showing off the lightning storm though... I don't think I would have been able to contain myself in a mature manner. (hint, hint)
(Sorry about the useless and overly-gushy post, but I REALLY like how this thing is shaping up.)
anyways - what i love the most and i think im gonna have to cop your style somewhere in my map - are those antenna towers with the orange light at the peak - that is a very nice detail. looks perfect.
Check it:
<img src="http://tald.readyroom.org/images/badmerxbad.jpg" border="0">
First off, I think that the circled rock thing could use a bit of work... you said you weren't finished, so I'm not worried about this that much.
Then there are those sections of building up in the cliffs... they look like they kind of just sit there in front of the cliff face... and don't really look like they are coming out of it. Especially the one on the left. Perhaps just the angle of the shot, or image compression?
BTW... I didn't mention it before... that lighting is really, really awesome lookin.
Badmofo - Well, I wouldn't quite call it a "movement"... not like it's just come up or something. It's been an issue from the start, as far as I understand it. I'm sure you'll be able to make your outdoors stuff work. As long as most of the content is indoors.
hmm, its not possible to do partially see-through models in HL, no alpha-blending so unless you want this sweet looking outdoor area to go to waste, this isnt an option . . . (i hears CZ is including model alpha blending, im wondering if you could make see-through models with this, i dont think so though, i think it might just be like the 256-blue thingy, only there or not there)
Woah mun. Really sweet. Great job with the particles. The only thing I see wrong is that light...It's sorta...dark. This map is now giving me a "Humans aren't supposed to be here, but they came anyway" Sorta feeling.
Its not mine, but I had it on my HD and it seemed wise to share it.
That's really such a minor point though. The area shown was unbelievably cool before and is even better now! I love the lights that appear to be embedded in the walls. I also think the glass enclosure works great. It's like having a big outdoor area without the problems of an outdoor area.
By the way, modeling glass should be a snap (no, I'm not volunteering. :/ I have only just begun to learn milkshape and 1-way 2-D signs are about all I can muster yet.) I think maybe what Black Wolf meant was that you can't have 1 model that is part solid and part transparent. You can easily use the render modes and fx amount to adjust the overall transparency of a model though.
Now all you need is a func_duststorm! <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
<!--EDIT|Relic25|Mar. 21 2002,09:57-->
If you increase the light, make it so that it's slightly gloomy, but not so deep of a darkness..Instead, that's a lighting better left to the inside of the buildings.
You must be mad. I say, if anything, darken some more! Bring on the gloom! It's supposed to be an inhospitable planet (right?), so sunny skies and chirping birdies would be really odd.
Just kidding Jedisar. Everyone's entitled to an opinion. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
<!--EDIT|Relic25|Mar. 21 2002,10:01-->
The chromed glass causes the same 'washed out' look anyways, I had a test map that was included with the ZIP. The only difference is that they're paperthin and therefore very low on e_poly. Not to mention they shimmer a bit as you walk by.
You must be mad. I say, if anything, darken some more! Bring on the gloom! It's supposed to be an inhospitable planet (right?), so sunny skies and chirping birdies would be really odd.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Well, It would actually be more of an irony, in my opinion. Luring out a false sense of security. Then a bob eats your heart.
and, anyway, I feel that Dark, gloomy maps are getting too...cliche`. I'd like to see a map where it wasn't focusing on "oh, Dark, Yesss..DARK! Mwahahhaa, I'll scare the crap outta the marines!"...What about making a map to scare the aliens, for a change?
<!--EDIT|Moleculor|Mar. 21 2002,17:44-->
What's the problem here guys?
And how, exactly, would having a map that isn't dark <i>scare the aliens?</i>
I hate to say it, but I think you are going to be somewhat disappointed with this mod when it comes out, if you are setting your sights elsewhere. This thing isn't supposed to be a horror game, but it's also not supposed to be similar in atmosphere as... pokemon.
<!--EDIT|ken20banks|Mar. 21 2002,12:58-->
The light is dark because it's not a very pretty planet. Hera, mother of Mars, is a gargantuan mass of rock and ravines and storms. However, it's also in a briliantly strategic point in the Aridian arm to allow the TSA to track and monitor the traffic in the area through the use of the Main Earth outpost. The electrical storms provide an invaluable source of power to the base, too.
Lets just clear something up...NS is *not* a universe in which everything is clean, effecient, 'star trek' style. In my mind, its a future of dark construction and evil on such a grand scale that its a part of how life is led.
As a result, hera isn't all sleek and tidy...as you play, there's often a rumble of thunder around the map, the sighing of steam blowing in your face, and the groaning of steel against rock beneath your feet.
Anyway, I'm rambling now...
The walkway in the picture isn't quite how I'd like it to be, but due to this cloud of FEAR over my head of going over the mapping limits in terms of planes and clipnodes, it'll have to do. Onwards!
It wouldn't be the same if everything was suddenly made lighter, including the textures, in NS. :/
Edit: Didn't see Merk's post before after posting... :S
Dark fits well in a space-themed game in a not-perfect future.
Which rock formation would you say is better?
I do not map with the aim of scaring marines. I map with the intent of immersing the player in the world I create. Whether they happen to get scared or not isn't really my problem, and most of the 'fear' in NS will come from how the game is played, and is not something that is being forced onto the player.
If you find that outside area scary then, well...I think your brain sensorys are twisted up.
Have you ever heard of 'atmosphere'?