Elysium
Killtoy
Join Date: 2002-03-28 Member: 358Members
<div class="IPBDescription">Big update</div>I've shifted gears again. I've gone from redesign to haul-some-tail. I thought I'd throw you some info and shots to keep you abreast of my work.
<b>First, a top-down VHE view.</b>
The orange painted-in lines represent the rough future layout. The lower set to Hive #3 is pretty much definate, and will be low-detailed in the next 24 hours or so.
The upper section is totally bogus. Generally, thats what I want to do, but odds are, the final will be nothing like it. <i>Note: No alien vents are pictured.</i>
<b>First, a top-down VHE view.</b>
The orange painted-in lines represent the rough future layout. The lower set to Hive #3 is pretty much definate, and will be low-detailed in the next 24 hours or so.
The upper section is totally bogus. Generally, thats what I want to do, but odds are, the final will be nothing like it. <i>Note: No alien vents are pictured.</i>
Comments
You've seen this before, but probably not from the would-be eyes of a level 1.
This room is not 100% final, as I expect the lighting to change somewhat.
Expect to see a fair bit of this corridor style. While I still have some more details to add, I'm already liking it a lot.
<!--EDIT|ken20banks|April 29 2002,22:30-->
I luvvvvvvv your lightning! and well... everything else!
I guess what matters is that <i>I</i> like it and I've committed to doing the map with that theme. The inspiration came from the director's report of the movie Akira. In that movie they used a red pallete for rendering all of the dark/night scenes. I remember him commenting on how it effected the atmosphere of the movie, and how his attitude wasn't of conviction, but more of artistic experimentation. What cannot be argued is that the effect helped to add to the unique feel of the movie.
I'm trying to employ a color theme on my map for the artisitc challenge, the unique characteristic, and simply to see it done. For the record, that isn't going to change. I have totally new map ideas that I would start working on before I'd rework Elysium off it's blue theme. Thanks for your comments though! It is nice to know how people percieve the technique, and please don't think I'm ignoring or disregarding anybodies impressions of the map.
Greedo, as for that texture... yes. I tend to agree. I'm using it right now because out of what I have loaded it is probably the best texture for that function. I'm going to wait until the lighting and other techniques are complete before I load another texture into the map. Basically, I'm going to see if I can break up a little of that monotony with lighting effects first.
However, this is not to say i dont like your stuff, because i do, just in my opinion the blue lights are too "cool" feeling for a firefight and the textures need a bit of work.
Gasfiend
You're right. I'm making most of my vents open into intentionally dark areas of my map, and I'm moving the marines through as deceptively safe areas as I can manage - at least early in the map. Less so as you approach the hives.
Two things I'm hoping to accomplish as often as possible:
1. An alien should be able to enter a room without you knowing.
2. Seperate the map into areas of conflict and areas of movement.
1. An alien should be able to enter a room without you knowing.
2. Seperate the map into areas of conflict and areas of movement.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
I definitely like that reasoning.
And I understand totally what your saying about trying to implement a ‘color theme’ as I’m doing more or less the same thing in Caged but to a lesser extent, more as a recurring motif than a defining theme but I see where your coming from.