Ns_sugarlump? it lives!

Hand_Me_The_Gun_And_Ask_Me_AgainHand_Me_The_Gun_And_Ask_Me_Again Join Date: 2002-02-07 Member: 178Members
<div class="IPBDescription">A ready-room needs no overall plan!</div><img src="http://www.users.zetnet.co.uk/asylum/ns_sugarlump/ns_sugarlump-readyroom1.jpg" border="0">

<img src="http://www.users.zetnet.co.uk/asylum/ns_sugarlump/ns_sugarlump-readyroom2.jpg" border="0">

Very early, and by no means finished. Apart from the dropship, which you've probably seen before, it was all done earlier today.

The infested interior of the second screenshot is continuously pulsating and moving - it looks quite revolting. A single screenshot doesn't do it justice.

Anyway, at some point I might even get round to making a detailed plan for the actual playable section of the map... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

Comments

  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    i remember that ship! but it's still not very well textured,too plain <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->

    the alien entrance is lovely,i would add a pair of slimy things more out the door

    lightning should be a bit more dramatic with more shadow&light contrast,especially near the infestation

    keep it up! <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    And you remind me why you're on the level design team for NightWatch. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    I like the lighting, personally. Ready rooms should be relatively friendly, after all. Right? <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    cool

    /me likes <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Ahh i really like those pics, hehe, looks really cool and atmospheric, hopefully you'll get some more pics up soon, can't wait.
  • slackillerslackiller Join Date: 2002-03-06 Member: 277Members
    looks nice.I like the lighting,easy to look around and see what team you want to join.plus you can't park a dropship in the dark. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    Great texturing! The lighting looks boring to me, kinda like something you would see in a normal HL map… Why not take advantage of overbrigtening? Add bright point lights (that fade out pretty fast) around your lights, and make the ceiling/middle of the room more shadowy, that would really make it look great imo. I’m not asking you to make a ton a contrast, but just look at some of merks work, its overall quite bright but still pretty varied.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    its a bit busy, but it looks allright, maybe texture the ship a bit less plainly
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    <!--QuoteBegin--slackiller+May 25 2002,21:50--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (slackiller @ May 25 2002,21:50)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->looks nice.I like the lighting,easy to look around and see what team you want to join.plus you can't park a dropship in the dark. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--><!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    i meant just a bit more shadows, not the frightnening walkways of SS Nothing!

    And...if now a plane can fly automatically, in the future there will be also autopark! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    That looks really awesome.  I think I'll have to call you the master of using textures in places I'd never have thought of.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Nice work.  I'm just glad you're back.  Some of your earlier postsings (maybe 3 months ago) were utterly amazing.  I think at that time you were mapping for some other project.  

    I hope that's changed.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    This is the first of your screens i see. You sertainly seem like one GOOD mapper! Don't stop, keep going!
  • Hand_Me_The_Gun_And_Ask_Me_AgainHand_Me_The_Gun_And_Ask_Me_Again Join Date: 2002-02-07 Member: 178Members
    <!--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 think at that time you were mapping for some other project.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Yup, and that's now finished (will probably be released pretty soon, too). Ignoring the other three mapping projects I'm currently working on, there's just Natural Selection.

    Anyway, thanks to everyone for all the comments.  I've improved the lighting a bit, and played with <b>env_gamma</b> (I hadn't realised it was more of a <b>env_tweak_levels_thingy</b>), and made it look a bit more like Natural Selection.

    The back of the dropship does need to be more detailed. The rest of the skin has lots of little details, but they're pretty low-contrast, but that should be easily fixed.

    I know the lighting's fairly flat (it's kind of my style) but I think I got a little overenthusiastic when tweaking the gamma of the screenshots. View them against a light background, and they look a lot better. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    The ready room is now pretty much fully-functional, except when the 'game' starts, it dumps the player back into the ready room.

    Anyway, this week, it'll be the actual overall plan of the map. My first multiplayer map. Expect it to be rubbish. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
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