Ns_echo Screenies
Parasite
Join Date: 2002-04-13 Member: 431Members
Well I started the "sewage" portion of my map, just to give myself some momentum. Im still tweeking the layout in my mind and in Illustrator, so Im not sure where this area actually "is" in the overall layout.
The map will be a civilian colony with a housing area, a marketplace, an office area etc...the storyline is still coming together as well. Anyone have any links to fiction about corporations and/or phasegates (the big ones) in NS? I really want to try to work the story around that area of the existing NS liturature.
The map will be a civilian colony with a housing area, a marketplace, an office area etc...the storyline is still coming together as well. Anyone have any links to fiction about corporations and/or phasegates (the big ones) in NS? I really want to try to work the story around that area of the existing NS liturature.
Comments
Blue is not a colour I associate with sewers, prehaps yellow or red would work better.
Long strips of texture lighting like that don't look so good. I suggest you break up that strip. I have made an overly texture for that light strip, if your are interested give me a shout.
There is not much cover in there either, prehaps some big chunky pipes or thick supporting butresses would fit.
just a little suggestion- maybe this could lead into a hive area? It really does seem like the place an alien would make a hive...
Nice work, can't wait to see the finished product! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Screenies if anyones interested are here <a href='http://www.seads.eclipse.co.uk/echo/' target='_blank'>http://www.seads.eclipse.co.uk/echo/</a>
rhubarb
I really like the coloring, but agree that it may not be the best for the setting. You've done a great job with those fades; those are tough to get right in HL without looking too gaudy. My eyes aren't drawn to them; it's a great subtle touch. The overlay is definitely something to go for on that strip of lighting. You can give the same settings to the overlay as the actual texture, of course, so yeah. Same appearance in lighting, but a much cleaner background appearance. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
One last question, what's the scale like here? The first shot gives a half-cramped appearance that looks a lot like the size of the sewage area on Bast (can't recall the exact name off the top of my head; I'm a horrible person), but taller... then the last couple shots (especially with the ladders) give it an incredibly massive feel.
I hear ya on thre blue spotlights but My hearts pretty set on them. I also want to steer clear of red/yellow lights, I see them in most screenies of upcoming maps, making them look very similar. The great thing about the 7 official maps is theat they are all different imo.
This area is very large and I want to keep the R_speeds as low as possible for both players and commode, scince it will be a high build area becaause of the 2 resource nodes. There is a few pipes to hide above in there, for lerks and skulks, and I will probably add some kind of overhang above the doors and one of those large pipes is actually an entrance.
@Mr.Ben: It looks better in motion, and has its own ambient effect because of the lack of contrasting shadows. Im not big on lighting coming from imaginary light sources either.
@rhubarb: Damn! I knew that name was too good! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> Hmmm...I see no reason why you shouldnt finish that map, it looks good to me. Ive already made a .wad by that name and am using textures from it in those screenies. I apologize for taking the name. Well, its your call, I can change the name and wad usage with a bit of work. Id feel more comfortable using the name if you make the descision on it.
Thanks man those fades took hours to tweek before I was satisfied. 1 thing I tried unsuccesfully was to make the fade texture scroll slowly (to give the effect of dust waves passing through the light) but scroll textures suck <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
The scale here is pretty large, theres actually 2 res nodes on that lower platform (Dunno if they are very visible in any of the screenies) Its about 1500 high/wide and about 2500 long.
You need to work on concept, contrast and brushwork though.
Just my opinion...
Is the "water" custom?
keep up the good work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
VHE sees a few reasons why I shouldn't finish it though <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> mainly that it's at about 85% planes and lots of detail left to do... I was going to go back to it if I ever got ns_tramp finished (I stole the RR for tramp too). I'm more than happy for you to use the name, like you say it's a good one, be a shame to waste it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> . Henceforth I shall use ns_redshift for my map, echo is yours to use, just promise that you'll finish it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
rhubarb.