Be a lemming, post some screenies!

BehroozBehrooz Join Date: 2002-03-14 Member: 315Members
<div class="IPBDescription">Be a lemming, post some screenies!</div>So... I suppose I'll follow the trend.  Here's the partially-detailed marine spawn of my as-yet-unnamed map.  I may post more if I get bored later.   <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->

Comments

  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    i like it, a bit "monotonous" tho. maybe if you changed the patter at the part near the door to go into the wall instead of out or something. or just forget the stupid guy with the wierd name and wait for someone else <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    Looks like a good start...
    It's bright, but you said it was near the marine dropship, so that's okay.
    Despite the "dimple" in the floor, it still is pretty much a flat area horozontally... perhaps having the hallway slope up a little more to give a greater height variance would reduce that feeling.

    good job!

    oh, and welcome to the forums <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I love the dimpling.  I agree that the lighting and color is a bit monotonous though, I think you could have a bit more contrast though.  Great start (oh, and welcome).
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    I like the sunken floor too.  In fact, the whole area looks nice and 'soft' due to all the mitered corners.

    Ooo.  I actually thought of a tip! (rare for me)
    Eliminate the light strip and place blue texture lights on the <i>tops</i> of those overhead beams.  Give the texture a nice, rich blue color in lights.rad (try 51 51 255 250), then add a few high-contrast white spotlights aimed at the walls/floor for effect.  It'll give a neat, cool (temperature) feeling for this area.



    <!--EDIT|Relic25|Mar. 27 2002,19:08-->
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    I quite like it, the lighting could do with some more variance but I wouldn't spend too much time on it right now.  Establish a theme/style for your map first and rough out the layout before you get stuck into lighting, detailing etc
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    I'd like to add a point on Relics idea.
    If your having problems getting light_spots to go where you want them just target them at an info_target, this way you can get precision targeting and not have to worry about any complex angle calculation etc.
  • BehroozBehrooz Join Date: 2002-03-14 Member: 315Members
    Wow, fast feedback.  

    For everyone who is wondering, the layout is done on paper, and the area themes are somewhat established.  ATM, I'm mostly playing around with the texture sets to throw out some nice combinations, so expect about half the stuff to be changed when I pick out a better effect later.

    Also-- one actual question I have is about the anticipated buildable volume requirements for structures in the marine base.  One of the constraints operating on the spawn area was my desire to have a sufficently large, open, flat area to make the base layout easy to deal with, so a ballpark figure on the number of buildings and average size of each would be nice to have around somewhere.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks really great! The architecture ends up looking very detailed here on its own. That was an awesome tip Relic gave, and I would definately try it out if I were you.

    Oh, and thanks for pointing that out Mr Nebel... I totally forgot about that method, and it will definatley save some dev time for me...

    I guess I don't really have anything else to say that hasn't already been covered.

    Great job <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    -edit- You say you've drawn out the layout... if you post it up here, you'll get a bunch of feedback on it.



    <!--EDIT|ken20banks|Mar. 27 2002,22:20-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I don't know if I "agree" with the two completely diferent texture styles on the two sides of this area.  Maybe there could be some way for you to make it more cohesive?  Or at least there should be some kind of reason to explain it, I think.
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    I noticed it too. As in some other maps ive seen, there isn't a consistent texture theme here like greedo said.  No one is complaining about using too many textures (what the complaint got labeled as last time), just that all the textures need to be connected to each other in a stylistic, thematic, or logical system. Just my thoughts.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    i like it, a landing ship wouldnt be symetrical, the focus would be on where the soldiers sit when its going and where they disembark. i can see one part being the bulkhead and the other side being something else easily.
  • BehroozBehrooz Join Date: 2002-03-14 Member: 315Members
    Greedo:  The right-side wall is actually a pair of large ventilator feed ducts.  One of them is damaged, so the marines can break through and drop down one-way to get to the main path to the closest hive.  In general, I'm trying to keep the themes pretty consistent throughout the map.
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