Ns_eidos

NerfSniperNerfSniper 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'>

Comments

  • CilraisCilrais Join Date: 2002-11-29 Member: 10264Members
    I'm not really into mapping so I can't really disect it, but from a non-mapper's perspective I think it looks nice.
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    Wow, that generator hive (3rd pic) looks fantastic!! The smokey haze really adds to the "infested alien room" idea. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    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-->
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    the rooms are MUCH too open feeling, YES you want them TO be open but not feel so empty, but that fog doesn't look half bad <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    Your Hive looks alot like my Fuel Storage hive. grrr. Looks like I'll have to change it up a little <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • biofrogbiofrog Join Date: 2002-04-26 Member: 522Members
    I don't like the first picture, just something about it....
    But anyway, the generator room looks amazing, i love it.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    edited December 2002
    I love the atmoshpere of that generator hive room there... great work with the haze. Might I suggest a bit brighter lighting in there though.

    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.
  • CampaignjunkieCampaignjunkie Join Date: 2002-06-10 Member: 746Members
    The rooms are somewhat bare in my opinion... Maybe some supports/architecture in the rooms to "fill them up" (provide cover, etc.) are in order? Nice work so far though. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • ctxctx Join Date: 2002-11-02 Member: 4592Members
    Wonderful! I love the ambience in that 3rd pic.
  • Jerry_111_ElendJerry_111_Elend Join Date: 2002-10-02 Member: 1407Members
    They look nice, have atmosphere...
  • PodPod Join Date: 2002-11-03 Member: 5745Members
    i hate to say this but the floor tiling textures looks ood (on both top pictures)
    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
  • kompokompo Join Date: 2002-11-07 Member: 7639Members
    <b>pic 1:</b>
    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.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    edited December 2002
    I'm guessing with the hera fog sprite or some other fog sprite.
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