7 new new freon shots

nrbynrby Join Date: 2002-03-05 Member: 270Members
<div class="IPBDescription">New new     new.</div>I started over from scratch on Freon, cut and pasted the major areas into a new map, cleaned them up and put them back together. It cut 30% of my clipnodes, 20% of the brush limit and compiles are down a bit too.

Sadly i forgot the env_gamma in this build so the shots look a little dark. The ambience of the map is very creepy and dark, but the end product will be a little brighter. Tonight an tommorow i'll finish up the detail and add some variation in the lights, some colored spots etc and the particle systems.

Anyway, here it is.

<img src="http://csnation.counter-strike.net/barney/personal/fr6.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fr7.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fr5.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fr4.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fr3.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fr2.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/fr1.jpg" border="0">

Comments

  • SmokeMastaSmokeMasta Join Date: 2002-04-13 Member: 430Members
    OMG that is exelent narby
    /me drools
    /me gets bucket
    /me sees bucket full!
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Wow, nice job Narby.  The floors are a little flat, but hey, that's why you walk on 'em.  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->  I really like the third-to-last shot, it looks very convincing to have the tiles pushed out of alignment by the infestation like that.
  • MotherGooseMotherGoose Join Date: 2002-03-12 Member: 308Members, Constellation
    Looks awsome, in the first shot the light on the far left above the logo looks a lil..... odd. Anyway, I like the darkness, gives an abandoned feel to it.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Jeez, narby. How on earth can you work that fast? I won't hesitate to say I envy your talent there. Amazing.

    Anyways the shots... Looks great! I am so glad to see you kept that freaky red room with the generator thingies in it. The whole thing definitely looks to have a more "NS" feel to it for some reason. It was great before, but this looks like an improvement. The biggest changes must be in the lighting. Texturing and everything looks similar.

    /me can't really make out much in the shots though, so is waiting for the env_gamma ones before criticizing.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    <!--QuoteBegin--n@rby+May 23 2002,16:40--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (n@rby @ May 23 2002,16:40)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Sadly i forgot the env_gamma in this build so the shots look a little dark.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Since I really have nothing much to say about these shots (besides that they look just as good as always) I'll say a little about this.  Just type <b>setgamma 1.6</b> or whatever in the console in game.  I don't think you need an env_gamma in the map for this console commande to work.  Also, if you brightened the shots up in photoshop according to the gamma value you wanted it set to, it would still come out with the same result.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    ya i do the console command but decided not to change in PS <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    I updated a couple of areas

    <img src="http://csnation.counter-strike.net/barney/personal/fr10.jpg" border="0">
    <img src="http://csnation.counter-strike.net/barney/personal/fr11.jpg" border="0">
    <img src="http://csnation.counter-strike.net/barney/personal/fr12.jpg" border="0">
    <img src="http://csnation.counter-strike.net/barney/personal/fr13.jpg" border="0">
  • Ph34r-NephronPh34r-Nephron Join Date: 2002-05-22 Member: 659Members
    I love you...


    Those are fantastic, You are fantastic. I love you...      


    HeHe
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    really great narby <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    if it were my map id just make the pipes in the 1st of the new shots just a little bit thicker, but otherwise its looking great.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    In the last 2 shots, where is that green lighting on the walls comming from? And in the 2 shots before those last 2 I would tone down the green, it looks too green and too concentrated in 1 place, also those last 2 shots, seem a bit blocky, but it's not really a problem <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    I like the door in the fifth image, and I like the green lights. I can't really see much when it looks dark, so I'll refrain from commenting the level further until you get up brighter shots.

    Looks great though.
  • LPCLPC Join Date: 2002-04-07 Member: 384Members, Reinforced - Diamond
    /me wants complex architecture. this looks a little boxy in some areas
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i really like how you light the rooms, some areas dark, others with bright lights, and the many colours you use, really great. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I'm not sure the green spots behind the generator-thingy in these new shots works... the rest of the room is reds and oranges, and the green clashes pretty hard (especially with the orange lights right next to it).

    That said, these are BEAUTIFUL.  The infestation coming through the floor is brilliant.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--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-->/me wants complex architecture. this looks a little boxy in some areas<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    complex != better.

    I think in this case, the relative simplicity of the architectural design itself helps more than any fancy architectural eye candy would.



    <!--EDIT|KungFuSquirrel|May 24 2002,12:10-->
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Not to mention that just throwing complex architecture everywhere means your planes count go way up, and has a good chance of inflatingyour clipnodes as well.
  • humbabahumbaba That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
    I love Narb's style. It looks solid. The spartan architecture and great moody lighting in those shot's really makes it look real. Sometimes, a level looks far too ornate to be believable. These shots portray a place just waiting to absorb thousands of little metal objects flyign around the room. I can't  wait to play on this stuff Narb. Great work
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    looks really good and after you ads those detail stuff you mentioned so must it yust get to be awesome instead. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MariNeMariNe Join Date: 2002-02-06 Member: 168Members
    /me drools all over the Screenshots.Nice work Narby looks very real...almost scary...Cant wait to see it in action.Great work
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    In that second shot, that railing looks <b>curved</b>. That bulge of infestation pushing up the floor, Simply amazing.

    --Scythe--
    <a href="mailto:the_only_scythe@sumdimension.com">the_only_scythe@sumdimension.com</a>
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    The bulge is really simple, the floor plates are just sheered up then below is filled with infest. Add a couple of triangles and voila
    The ``curvey'' railing wasn't intentional it just sort of happened



    <!--EDIT|n@rby|May 25 2002,10:57-->
  • XTS_HighlanderXTS_Highlander Join Date: 2002-04-13 Member: 429Members
    Wow, this seems to be where all the action in these forums really is, the mapping forum.  And I really never post here.  Woopsies...

    Anyway, lookin great narbs.  How the heck did you manage to redo the whole map in like, a day?  That's madness!  I tried mapping once and the best I made was a house with a pool, and the pool was filled with blood water.  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    It was over about a week, basically the map had so many changes and rebuild the brushwork gets really broken up and fragmented, lots of brushes cutting into each other and just plain crappy bits.
    All i did was cut out major areas paste into a new map then clean it up. When all the bits were done, i put them all together and filled in the gaps and added the ents.

    It took 12% clipnodes off, and saved 10% on planes and the map overall has more detail
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