Elysium

KilltoyKilltoy 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>

Comments

  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Now for the eye candy.
    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.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    And finally, a bit closer to where I'm currently investing my time...

    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.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks like you're making great progress, KT. Keep it up! Love those shadows.



    <!--EDIT|ken20banks|April 29 2002,22:30-->
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    Shadows + blue theme = coolness.... and a bit of drooling lol
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I definitely like the dark, blue feel you have here.  I think that the lighting in that big area is good, but if you want to change it, go ahead.  The only thing in that hallway that I might consider changing would be the trim between the wall and the floor.  That texture looks far too plain and monotonous.  Anything with a little visual variation would be nice, I guess.  Good work!
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    yeah, its looking good, i like the shadows in the 1st ingmae pic, the corridor is looking nice, but i would change the texture as greedo said.
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    Nice but I really dont like solid blue as a texture colour.
  • LPCLPC Join Date: 2002-04-07 Member: 384Members, Reinforced - Diamond
    SAAAAHHHHWEEEEEEET!!!!!!!
    I luvvvvvvv your lightning! and well... everything else!
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Haha! Thanks for your comments. As for the texture color, I don't know what to say... Some people love it, and others don't. I've never seen this kind of polarity except maybe in lighting (dark vs bright).

    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.
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    Artistic challenge indeed, not to mention its BAD### lol, what else would be cool is having an uncolored area lit by blue lights. Tt would be really different, but still fit your theme.  In case you need a contrasting area this could work out great. Keep up the good work.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Oh don't worry - I have plenty of contrasting areas, as well as some decent variations of the blue theme. A good example of the areas that I use to contrast and accent map transitions would be the red airlock I displayed most recently in my backstory, posted <a href="http://www.natural-selection.org/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=6;t=1956" target="_blank">here.</a>
  • GasfiendGasfiend Join Date: 2002-02-12 Member: 205Members
    i like the lighting, but i dont think it lends itself to fighting very well..i know i flinch every time i have to pull the trigger of my gun and spray blood all over that tranquil blue atmosheric room....<sigh>  As for the textures, i'm afraid i dont like them that much...sorry, not my style.
    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
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    Well it seems to me tranquility could be a very good thing.  Killtoy sets a peaceful atmosphere with the map and then you get scared to death when something jumps out at you.  I think it'll work great.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Oh no! They are on to me!

    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.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Killtoy+May 01 2002,22:52--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Killtoy @ May 01 2002,22:52)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->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.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I definitely like that reasoning.
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    So do I. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    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.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Well, admittedly, when I was doing work on the map early on, I had a moment where I was struck with how much the scene looked like it was out of a comic book. Of course, the only comic books I ever had were old Star Wars and G.I. Joe. It was a look I decided to run with.
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