Ns_terranova
watch_me_die
Join Date: 2002-11-10 Member: 8107Members
<div class="IPBDescription">a couple of screen shots...</div> I've put some early screen shots of the map that I'm working on up on NSWorld... please take a look and tell me what you think:
<a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=143' target='_blank'>http://nsworld.ns-central.co.uk/Map.php?UniqueID=143</a>
(Ignore the 95% rating... I told a couple of the people I play with to take a look and they all put BS comments <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> )
<a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=143' target='_blank'>http://nsworld.ns-central.co.uk/Map.php?UniqueID=143</a>
(Ignore the 95% rating... I told a couple of the people I play with to take a look and they all put BS comments <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> )
Comments
cargo bay can use some lights, although the lack of lights makes it spooky with that window light hehe.
dark in there so rines can hide for long time or what not if they so chose hehe <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
other than that, sounds great
Ego
Very mature.
That light coming from the door next to res is nice idea but maybe using some smaller value on fx ammount.
If you want an example of what happens to this type of website without admin for too long, go here and just look up a few random half life prefabs. Its sick.
<a href='http://www.nin64.com/prefabland/search.asp' target='_blank'>http://www.nin64.com/prefabland/search.asp</a>
There isn't really anything else I can call it.
There isn't really anything else I can call it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<sigh>
Well I'm not very a very creative guy, but thats why we have the internet:
<a href='http://thesaurus.reference.com/search?q=cargo' target='_blank'>http://thesaurus.reference.com/search?q=cargo</a>
freight, storage, commodities, etc...
There isn't really anything else I can call it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
box factory
Shipment
Product Receiver
Goods Transport
Keep up the good work!
Btw nice hud you have there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I think this looks good. Most of the rooms seem like you have had a cool idea and then not carried it through all the way to an impressive completion. Lighting seems white and bland on the whole. The hive screen is pleasing - it looks better than the rest (just remember not to have that res right in the way next time).
Texturing could be improved too. If you consider textures that might fit better in the spaces they have.
More focused look:
Cargo hold access - This is an example of the above statment. The idea of a big glowing door is good, and you are half way to making it work. Lessen the FX amount on the light beam and widen it - the light hits the ceiling on a much wider spread than the illusionary makes out. Better texture detail could be put into the ceiling of this room too.
Area outside research lab - Good work on this one. You need some contrast in the lighting. Perhaps a red spot (with no bright emmision area, just the texture) on each of those fortress like spikes.
Lab water treatment facility - Lighting is bland, and the idea which I'm seeing here (the big blue water areas and stuff yeh?) is one of those that needs to be brought through to a more, ... refined stage. I think better texturing could help.
Research hive - Aside from the bulging alien res structure in the corner I do like this screen. It has more detail (broken rail) unlike the other areas of your map. Nice use of lighting. Perhaps you should scale those wall textures up to 2 so you loose the black line. Also with 526 wpolies - have some fun; add a big pipe, a machine, a fan or a generator. Perhaps something more specific to your map.
Vents don't have to be red - but theres nothing wrong with it.
Cargo bay - Needs to be pulled from a neat idea to a neat room. I can see what your going for, what look. And each time you're half way there. It just needs something else. Also the room is pretty dark, a light trim at the bottom of the walls could look pretty nice.
And the last shot just needs some detail as you mentioned.
There - hope it all helps <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I know all the areas are lacking detail at the moment, but as I've already said these are early shots - I thought I'd rough out the design of the map first and go back to add details and tweak things later.
I've renamed Cargo Bay to Incoming Supplies, hope that's better <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
BTW, i think a little more creative lights at the research hive would be cool. Little red lights all around is well boring.