Ns_eniant, Five Pics
Nemesis_Zero
Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
Straight from the compiler, I have five pics from that map I've been working on much too long now. Enjoy.
(Note that they're not gamma corrected. They look slightly more crisp in game.)
1.
(Note that they're not gamma corrected. They look slightly more crisp in game.)
1.
Comments
I love that 5th pic, the broken door looks brilliant. Hope this has been submitted for 1.1 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
--Scythe--
It has been submitted (as it was submitted for 1.0...). The playtest went better than I would've guessed, which doesn't have to mean that it went good enough.
Good work Nem.
And that broken door(is it really broken?) seems a bit weird, how did it get in to that kind of condition?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And that broken door(is it really broken?) seems a bit weird, how did it get in to that kind of condition? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well, let me put it like this: There are some big, mean, and aggressive aliens around...
Your control room in the first pic is nice but i'd like to see something on top of it (Like a lower portion of the ceiling above it)
Love the lighting in the 2nd shot, although the "skeleton" in the transparent monitor doesn't fit the location.
Nice moody hallways in the 3rd shot. A few small (SMALL!) red lights coming from spot lights on the walls in the darker place would enhance it more.
In the 4th shot, pPut in less strips of light around the edge. It'll also save you some compiling time in RAD.
Broken door in the 5th shot is nice, but make it a bit lower and carve out the slanted part on the outline of the doorway so it doesn't look like the door normally "clips" through those brushes.
All in all, very good.
Yes, thats what I meant by "weird" <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I love that 5th pic, the broken door looks brilliant<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Nemesis: Maybe bring down the door a little like in previous versions of NS Hera when there was once a door at the archiving hive (bottom that is). It will give the area more "Je ne sais qoi".
thx
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Your control room in the first pic is nice but i'd like to see something on top of it (Like a lower portion of the ceiling above it)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'm not sure I get what you are trying to suggest. Could you please elaborate?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Love the lighting in the 2nd shot, although the "skeleton" in the transparent monitor doesn't fit the location.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I agree, but seeing that there is only a limited amount of monitor textures, and that my ability with Wally and GIMP can only be described with words that're prohibited on these forums, I guess I'll keep it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Nice moody hallways in the 3rd shot. A few small (SMALL!) red lights coming from spot lights on the walls in the darker place would enhance it more.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Um... Well, honestly, I hate red light. It has surely some disturbing freudian reason, but I nonetheless can't stand it. Chances for red light_spots in Eniant are rather ... low.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->In the 4th shot, Put in less strips of light around the edge. It'll also save you some compiling time in RAD.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Good idea.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Broken door in the 5th shot is nice, but make it a bit lower and carve out the slanted part on the outline of the doorway so it doesn't look like the door normally "clips" through those brushes.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ah, now I see what you and Dread meant. I'll change it.
Iliked your shots; my only beef was with #3 (I believe that was the long, dark hallway). Put more contrasting shadows there. The hallway in the background is good, but the foreground is too bright and will be a massacre of skulks.
I really like your computer terminals in shot 1. And personally, I think the hallway in number 3 looks like skulk pwnage (eyes up those corners on the ceiling in the foreground)
Can't wait til it goes gold! (Oh come on... if it was submitted for 1.0... IT CAN'T miss the cut this time... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)
Can i ask as to a storyline of what happened to the inhabitants and what the station was meant to do??