Ns_eidos
NerfSniper
Join Date: 2002-12-04 Member: 10450Members
Here is a map I am currently working on, and I decided to show you guys some pictures! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->. From the different pictures, each is a different area, with the generator room(the bottom picture) being a location of one of the hives.
<img src='http://www.vastdepth.com/ns_eidos/ns_eidos01.jpg' border='0' alt='user posted image'>
<img src='http://www.vastdepth.com/ns_eidos/ns_eidos07.jpg' border='0' alt='user posted image'>
<img src='http://www.vastdepth.com/ns_eidos/ns_eidos08.jpg' border='0' alt='user posted image'>
<img src='http://www.vastdepth.com/ns_eidos/ns_eidos01.jpg' border='0' alt='user posted image'>
<img src='http://www.vastdepth.com/ns_eidos/ns_eidos07.jpg' border='0' alt='user posted image'>
<img src='http://www.vastdepth.com/ns_eidos/ns_eidos08.jpg' border='0' alt='user posted image'>
Comments
The second pic seems to have a really nice sci-fi feel to it, but seems a bit empty. There doesn't seem to be anywhere for a skulk to hide.
Great job though, looks good. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
But anyway, the generator room looks amazing, i love it.
The thing that sprung to mind as far as criticism is concerned was the lack of contrast in the lighting. By that, I mean areas of bright light against dark shadows. I see that there <i>are</i> shadows in the second shot for instance, but the actual contrast isn't very high, because where there <i>is</i> light, it isn't very intense.
If you look at newer games, you'll see that what sets them apart lighting-wise from "older" games is the fact that the lighting is much more vibrant and defined from the shadowed areas (in a lot of cases, harsh even). NS mappers are encouraged to do the same in their levels by making use of the env_gamma entity.
Back to the map. Something I also just noticed is that each area has a unique feel from the other -so the areas are distinguishable from each other... yet still remains consistent enough in style that it is still believable that they exist in the same area/facility/map/whatever. Nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Edit: I bet some color variation in the texturing and lighting wouldn't hurt either, as grey is definitely the dominant color here.
you have joints running into other solid bits of metal <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
they need a bit of alianing...... still good job. water area looks nice
those pictures look out of place, especially the one on the ground, what's that for? I don't like the wall texture, and add some details.
<b>pic 2:</b>
looks a bit plain too. remove that roof window, or seperate it to several smaller windows.
<b>pic 3:</b>
this looks very nice, nice fog you've got there. how did you make it?
anyhow, pretty nice job.