<!--QuoteBegin-Spacer+Mar 9 2005, 07:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spacer @ Mar 9 2005, 07:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> lights are too close together.. need to get rid of some or space them out.
@STG: Reminds me of some of the claustrophobic levels in the early section of Unreal. -Nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<img src='http://another-world.org.uk/spacer/ns_impend/05.jpg' border='0' alt='user posted image' /> Mendasp says to give this area more contrast, but I say SHUT UP MENDASP. Thanks for the comments everyone :O. I'll see about making the lights less disco.
SlayerX took the words right out of my mouth. Those lights on either side are kinda uggles.
An idea (simply an idea), to go on from what Mendasp said, would be to change the ceiling slightly.
It might be cool if you raise the central section of the ceiling (with the wires) and put it in shadow. So that it is deep enough for skulks to wallride across the ceiling, giving them a nice place to cloak, wait and drop down behind a band of Marines.
If you also and keep the frame of the door at the top, it could be used as a <lerk perch/regen/egging> spot adding a nice vertical componant to the area, while also giving some shadow and tonal variation.
Where the indented section reaches it the far wall you could add an entrance to a vent, shrouded in shadow, perhaps even hidden somewhat, so that 'rines can't just camp the vent exit.
<!--QuoteBegin-Some tall guy+Mar 14 2005, 06:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Some tall guy @ Mar 14 2005, 06:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah those fans arent gonna spin on that axis. (i dont think so at least) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> If it is impossible, func_rotatings suck.
<!--QuoteBegin-Olmy+Mar 14 2005, 03:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Mar 14 2005, 03:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Some tall guy+Mar 14 2005, 06:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Some tall guy @ Mar 14 2005, 06:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah those fans arent gonna spin on that axis. (i dont think so at least) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> If it is impossible, func_rotatings suck. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> pfft, those fans are nubs at revolving
<!--QuoteBegin-Grizzly+Mar 14 2005, 06:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grizzly @ Mar 14 2005, 06:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Olmy+Mar 14 2005, 03:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Mar 14 2005, 03:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Some tall guy+Mar 14 2005, 06:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Some tall guy @ Mar 14 2005, 06:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah those fans arent gonna spin on that axis. (i dont think so at least) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> If it is impossible, func_rotatings suck. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> pfft, those fans are nubs at revolving<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Agreed, anyway more shots, more infestation, still stupid fan, uhh... needs some particle systems me thinks.
People defenatly getting better at mapping! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
BTW, I really really really think that a "POST YOUR SCREENSHOTS THREAD 2" should be created and thisone closed becuase this one is getting very laggy splitting all the 1000+ posts into pages has got to be cpu intensive for the ns site! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin-SgtBarlow+Mar 14 2005, 08:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SgtBarlow @ Mar 14 2005, 08:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> People defenatly getting better at mapping! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> yus, people might start wondering is there no roof to my evergrowing and superior mapping skillz. well there's not
<!--QuoteBegin-SgtBarlow+Mar 15 2005, 02:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SgtBarlow @ Mar 15 2005, 02:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> People defenatly getting better at mapping! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
BTW, I really really really think that a "POST YOUR SCREENSHOTS THREAD 2" should be created and thisone closed becuase this one is getting very laggy splitting all the 1000+ posts into pages has got to be cpu intensive for the ns site! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Hardly. If I understand IPB correctly (and this is how I would do it), is to get the number of replies to the thread (ie SELECT (whatever) FROM (whatever) WHERE topic=(this topic), and then do a mysql_num_rows() on the query) and then just divide by the # of replies per page as set in the user settings.
TL;DR: no, it's not CPU intensive at all.
Now, to get ontopic... Olmy, I think that pipe in the middle needs another texture or different texture alignment so it looks different. And yes, fog and particle systems would be nice. Other than that, I think it's great. Are you going to make a map out of it?
Oh yeah, the hive definately looks neat. But I also get the feeling as if Kharra' had placed that transparent line of infestation (in ceiling) to decorate their hive. It's just too repeatitive (I've seen this in other maps too).
edit: it looks ok, though. maybe you haven't overused it afterall <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> other thing is that big, green light shown in second pic which really stands out too much from the surroundings. Maybe tone it down a bit?
Remove the what looks like added in weird white light pointed out by Olmy, and where the ceiling curves add in a curved skylight. I'd also like to see some variance in textures along the ceiling or floor, will take attention from the rather flat walls.
Big improvement though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
I actually like the light coming from the join signs. At any rate, I think it looks much better. I'm not sure if it was there before, but I really like the trapeziodal shape you've got around the door. Have you thought about making that shape a recurring theme in the map?
Comments
lights are too close together.. need to get rid of some or space them out.
Mendasp says to give this area more contrast, but I say SHUT UP MENDASP.
Thanks for the comments everyone :O. I'll see about making the lights less disco.
An idea (simply an idea), to go on from what Mendasp said, would be to change the ceiling slightly.
It might be cool if you raise the central section of the ceiling (with the wires) and put it in shadow. So that it is deep enough for skulks to wallride across the ceiling, giving them a nice place to cloak, wait and drop down behind a band of Marines.
If you also and keep the frame of the door at the top, it could be used as a <lerk perch/regen/egging> spot adding a nice vertical componant to the area, while also giving some shadow and tonal variation.
Where the indented section reaches it the far wall you could add an entrance to a vent, shrouded in shadow, perhaps even hidden somewhat, so that 'rines can't just camp the vent exit.
Just a thought, anyway.
Bleh, its not finished, and i can't get the fans to rotate properly.
If it is impossible, func_rotatings suck.
<img src='http://www.kolumbus.fi/marja.kallioinen/co_ass003.jpg' border='0' alt='user posted image' />
If it is impossible, func_rotatings suck. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
pfft, those fans are nubs at revolving
If it is impossible, func_rotatings suck. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
pfft, those fans are nubs at revolving<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Agreed, anyway more shots, more infestation, still stupid fan, uhh... needs some particle systems me thinks.
<img src='http://olmy.thezazi.net/co_quitenice.jpg' border='0' alt='user posted image' />
<img src='http://olmy.thezazi.net/co_quitenice2.jpg' border='0' alt='user posted image' />
<img src='http://olmy.thezazi.net/co_quitenice3.jpg' border='0' alt='user posted image' />
<img src='http://olmy.thezazi.net/co_quitenice4.jpg' border='0' alt='user posted image' />
<img src='http://olmy.thezazi.net/co_quitenice5.jpg' border='0' alt='user posted image' />
BTW, I really really really think that a "POST YOUR SCREENSHOTS THREAD 2" should be created and thisone closed becuase this one is getting very laggy splitting all the 1000+ posts into pages has got to be cpu intensive for the ns site! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
yus, people might start wondering is there no roof to my evergrowing and superior mapping skillz. well there's not
BTW, I really really really think that a "POST YOUR SCREENSHOTS THREAD 2" should be created and thisone closed becuase this one is getting very laggy splitting all the 1000+ posts into pages has got to be cpu intensive for the ns site! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Hardly. If I understand IPB correctly (and this is how I would do it), is to get the number of replies to the thread (ie SELECT (whatever) FROM (whatever) WHERE topic=(this topic), and then do a mysql_num_rows() on the query) and then just divide by the # of replies per page as set in the user settings.
TL;DR: no, it's not CPU intensive at all.
Now, to get ontopic...
Olmy, I think that pipe in the middle needs another texture or different texture alignment so it looks different. And yes, fog and particle systems would be nice. Other than that, I think it's great. Are you going to make a map out of it?
edit: it looks ok, though. maybe you haven't overused it afterall <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> other thing is that big, green light shown in second pic which really stands out too much from the surroundings. Maybe tone it down a bit?
<img src='http://kungfudiscomonkey.net/forums/maps/altair/readyroom0000.jpg' border='0' alt='user posted image' />
[edit] Are those doors emiting white light? Remove if they are.
Remove the what looks like added in weird white light pointed out by Olmy, and where the ceiling curves add in a curved skylight. I'd also like to see some variance in textures along the ceiling or floor, will take attention from the rather flat walls.
Big improvement though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Yeah it was the join signs. Removed from the light.rad file.