Ns_eniant, Five Pics Inside...

Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
<div class="IPBDescription">The end is near!</div> Most of you probably have never heard of NS_Eniant before.
It was started by Freestyler and me a rather long time ago (Eniant is actually older than Bast and Hera), and as we were both newbies when we begun, it experienced its fair share of reworks. I'm faithful I'll be able to get it up for its next beta test within the next week (only some r_speeds problems and a few visual glitches), and as the latest testcompile worked out rather pleasantly, I decided to show it around.

Now, after the introduction most of you'll have skipped anyway, <b>please note that all pics have been slightly overbrightened to make them easier to view. In game, Eniant aims for a pretty dark style.</b>


I'm starting things with a random corridor near the marine spawn. Before you ask - yes, that additional level behind the hole in the ceiling is commander-mode proof.
e_7.jpg 274.7K

Comments

  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Second pic, the mess hall. While it's not entirely necessary to go there, the resource node should provide enough motivation to make players stop by.
    e_4.jpg 254.5K
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Third pic, another random corridor.
    e_3.jpg 392.9K
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Fourth pic, a small glance at one of the hiverooms. I'm not quite sure it'll survive into the final version.
    e_6.jpg 396.1K
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    No offense Nem, but that brushwork loks pretty flat. ANy way you could add some protrusions or vis-blocking PS'es to make things a little more interesting?
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Fifth pic, corridors, the return. Note that a marine standing here can be attacked by aliens out of two 'vents'. Can you spot them?
    e_5.jpg 310.4K
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Legionnaired+Jan 25 2003, 07:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Legionnaired @ Jan 25 2003, 07:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->No offense Nem, but that brushwork loks pretty flat. ANy way you could add some protrusions or vis-blocking PS'es to make things a little more interesting?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Do you refer to the pic you posted right after (in that case: Yes.), or all pics (in that case: Ouch.)?
  • InfinityInfinity And beyond&#33; Join Date: 2002-01-25 Member: 50Members
    ohhhh i remember it, but okey, only because of that trashed room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    but im an old timer as well <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    really like the trashed room, but the lightning seems a little liniar in the shots, maybe it flickers, i cant tell <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    the brushwork may seem a little repetive, but not if its only used in that area
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    nice, i like 2nd and 3d pic best <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> i don?t think your brushwork is repetetive or boring. Alas its not "exceptional" either! But thats not a problem, looking really good for a first map.<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Cash_Car_StarCash_Car_Star Join Date: 2002-11-03 Member: 6448Members
    edited January 2003
    I think the reason people are seeing the monotony, in shot #1 for example, is that there are no objects in the hallway. The walls look great I think, I like the style, but the hallway itself is just long and straight. Even if you must resort to crates, I'd add something in ther to provide a dash of cover, and make the hallway more interesting to fight in.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    edited January 2003
    <!--QuoteBegin--Cash Car Star+Jan 25 2003, 10:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cash Car Star @ Jan 25 2003, 10:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think the reason people are seeing the monotony, in shot #1 for example, is that there are no objects in the hallway. The walls look great I think, I like the style, but the hallway itself is just long and straight. Even if you must resort to crates, I'd add something in ther to provide a dash of cover, and make the hallway more interesting to fight in.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I totally agree there - trying not to get into problems with the maxima, we decided to first get the map working and add detail later-on. That's why the corridors are somewhat empty. I plan on trashing them in much the same way as the mess hall.
  • biofrogbiofrog Join Date: 2002-04-26 Member: 522Members
    i love the mess hall, the destruction is cool <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    I think I see one of the vents (far down the hall to the right) but where's the other one?

    Or are the vents those things that run along the bottom of the hall? in which case it would be m4x0r cool.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Hmm, try adding some pipes on the walls, as well as making the lights shine down into spots on the floor. If you're being dark, go all out. Make it so they can see where they are going, and the contrast will make the areas look darker.

    Unfortunately, that texture you chose is very flat looking, so even if you have a lot of variation in brushes, it looks bland. What I'd try is to have small protrusions from the walls, and adding maybe a red glow shining on the walls from those, at intervals of about.... 256 units. This will help break up the repetitiveness of the texture, and create the appearance a more varied surface without any drastic changes.


    And, if all else fails, talk to KFS <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • JasonBostwickJasonBostwick Blossom Join Date: 2002-04-14 Member: 444Members, NS1 Playtester
    From what I can remember from playing this, the problem with areas such as that hallway was a bit more than just that of repetition.
    That entire half of the map, basically, seemed to be covered in the infested textures.. but it didn't really *feel* like it was infested. It still had the frightening feeling that all good alien areas have, but it lacked a lot of the other traits.
    Perhaps you could make less use of the infested textures and more use of interesting architecture and lighting to add to the alien mood? It seems as though some of the more effective maps limit their use of those textures to their main hive rooms.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Windelkron+Jan 26 2003, 03:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Windelkron @ Jan 26 2003, 03:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think I see one of the vents (far down the hall to the right) but where's the other one?

    Or are the vents those things that run along the bottom of the hall? in which case it would be m4x0r cool.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Exactely. The lower panneling is breakable.


    Legionnaired: Gotcha, as said before, much of such detail is yet to be implemented.


    BoZ: Good point, but why in hells name do you tell me now (after I have reworked all corridors), and not after the playtest? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Sign In or Register to comment.