Ns_eniant, Five Pics Inside...
Nemesis_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.
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.
Comments
Do you refer to the pic you posted right after (in that case: Yes.), or all pics (in that case: Ouch.)?
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
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.
Or are the vents those things that run along the bottom of the hall? in which case it would be m4x0r cool.
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-->
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.
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-->