Ns_nothing screenshot

realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
<div class="IPBDescription">A screenshot this time...</div>Attached is a screenshot of my upcoming NS map entitled "Space Station Nothing". For those of you who took a look at the layout, it's the corridor that goes off to the left from the command room (Hence the bright lighting). R_speeds are at a rather high 500-600 here... going to try to cut them down a bit.
Feedback is welcome. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

Comments

  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Yeah, that looks nice.  It seems terribly detailed and everything.  If you can keep the r's at 500 to 600 with stuff like that throughout the map, you'll be fine.  If not, you might want to tone it down a bit, but that's definitely art.

    Edit:  After rereading my post, I felt as though I didn't convey my ansolute amazement.  Great work, and keep it up!
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    my only qualm with this screenie is that it's all a bit too bright for my liking...less lights or less powerful lights... apart from that....SWEEEEET  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • HowlingHowling Join Date: 2002-01-26 Member: 97Members
    omg that rules! Nice colors (very blueish with metalgrey). I don't know if ns_settlement will be even close to such beautiful mappery!
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Ahhh, now that's a spicey meat-a-ball! Great picture, Ken. I really like how detailed that ends up looking, without crossing the 'busy' line. I agree that the lighting is a bit stark, but that's something that can be tuned throughout the map's development. Excellent work - what's next?
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    yep me agrees with the grenade throwing God monsE
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Thanks for the advice, guys. I cut the lighting's intensity down by half. You can still see just as good and everything, but it has a more moody feel to it. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    good texturing without an overabundance of unnecessary brushwork.  I really dont know why the wpoly count would be at 500-600 for that picture - it looks pretty closed in.  you can try scaling textures... what are the dimensions on that corridor? is it like 256 units high or something?!  it sure doesnt look it from the pic...  thats the only way i could see a 500 wpoly count.
  • YolmerYolmer Join Date: 2002-01-25 Member: 84Members
    Very nice. I don't think it's too bright, just make sure there are some darker spots in your map.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    tommyd,
    Yes it is indeed near 256 in the taller section. Quite a bit less in the middle lower section. The w_poly is higher because of the way I had to cut up the wall to get the indent like that... I think.

    Yolmer,
    Don't worry, I have plenty of (semi) darkness planned. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • Blinking_FlipBlinking_Flip Join Date: 2002-01-25 Member: 55Members
    It's amazing, the details are great, I really wish I could map as well as this <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    I really wish I could map at all <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
    I love the way every map screenshot I've seen from NS is really good, crisp. Most mods have one or two good shots, but then again, NS is not like most mods.
    Keep it up, all you mappers <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Looking good, Ken.  I don't think it's too bright, but I think you could use some more contrast.  Brighter spots and darker spots, together.  I especially like the trough-like floor of the hallway.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    not bad.  kind "blocky."  i also think it is a bit too bright.
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