<!--QuoteBegin--Gimpy Doodly Doo+Apr 20 2003, 07:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gimpy Doodly Doo @ Apr 20 2003, 07:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Said it b4 "I love the map" but "for gods sake man CHANGE THE NAME" <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> "ns_moocow (and again, its only a project name ;D). "
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
<!--QuoteBegin--doctopepa+Apr 21 2003, 11:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (doctopepa @ Apr 21 2003, 11:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just make sure it doesn´t turn into another eclipse... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I'm not sure I want to know what that means...
I wasn't going to post in this thread for fear of being horribly misinterpreted given the style of the map, but I had to post in regard to that comment above. As I have now entered, the post, though, here's my thoughts.
Ready room to me is the proverbial weakest link. The lights around the outside are overdone, and particularly in the second set of shots don't give off nearly as much light as they should given their number and visual intensity.
My favorite area has to be the one with the little energy pillar. Very nice design on that, and in the room around it. I can't personally say the other shots do a whole lot for me. Obviously I have my own interpretation of the theme and style, heh, but here's some of my thoughts:
The little curved supports at the bottom of the pillars don't seem to form any sort of design or functional purpose other than to add a few more polygons to the scene. Seems to be a really unnatural shape for its location and especially doesn't blend very well when placed as close to a doorway as it is in 06. Blue room is deceptively constructed - at first glance it looks to be packed full, but on closer inspection is a box with some pretty supports and wires. I think you could do some more there without getting to the point of overdoing it. Lighting in the angled corridor with the skylights kinda bugs me, too. Seems more a bright midday color than belongs with that sky. The pipes, while a nice touch, also look really out of place in that corner. Not sure if it's the conflicting colors, the supports or what, but something about them stands out.
Take that for whatever it's worth. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Wow yeah very very nice looking. I've been wanting to say something about this map since I first saw the thread, but nothing really came to mind beyond "beautiful". ..hey maybe that's enough feedback, a little ego-stroking never hurts? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
..oh, okay, I can feel opinions starting to form now that I concentrate on an image at a time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. I'm not terribly much for the odd visual effect in the readyroom spawngates, it.. looks tacky I think. The shot appealing most to me is 06, it's very warm, with very nicely detailed and lit wall-detailing. I wonder how skulks likes that though? God I miss having clipbrushes in NS. For what it's worth shot 04 and 05 seems competly alike to me? Maybe it's the blue.. I mean, I realise they're different cameraangles.. but.. they look so alike I fear the whole area might be that symmetrical and uniform.. which, might not be so hot.. less blue in places perhaps?
I'm overjoyed by the roof detail work in shot 07. I really like it. If I had to say something I'd say the lighting seems perhaps strangely uniform there, the lightsources.. idunno.. it's as if the blue electricity washes the other lights away? It's not very dramatic lighting anyway.. I don't know if it needs to be, it's just an observation.. but again, I really like that room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I think it's clear you've put effort into aligning textures, nice lighting, brushwork, etc., and the result looks pretty darned hot. With, uh, the expection of those spawngates imo <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->, but anyway, keep that up and you certainly wont have problems with the the visuals.
Oh and you can't make him change the name.. he's the guy who did de_eggfart... filled with giant Twix and Pringles tubes! The guy is nuts, but he sure can map!!! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I like the blue lighting.. with the little haze next to it, it gives it a nice feeling, but i think it could benefit from a more ..."cold" look in that area. Like a broken pipe with steam and small sheets of ice.
Oh and nice job with the windows .. give it a nice "warm" feeling <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--KungFuSquirrel+Apr 21 2003, 11:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Apr 21 2003, 11:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--doctopepa+Apr 21 2003, 11:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (doctopepa @ Apr 21 2003, 11:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just make sure it doesn´t turn into another eclipse... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I'm not sure I want to know what that means...
I wasn't going to post in this thread for fear of being horribly misinterpreted given the style of the map, but I had to post in regard to that comment above. As I have now entered, the post, though, here's my thoughts.
Ready room to me is the proverbial weakest link. The lights around the outside are overdone, and particularly in the second set of shots don't give off nearly as much light as they should given their number and visual intensity.
My favorite area has to be the one with the little energy pillar. Very nice design on that, and in the room around it. I can't personally say the other shots do a whole lot for me. Obviously I have my own interpretation of the theme and style, heh, but here's some of my thoughts:
The little curved supports at the bottom of the pillars don't seem to form any sort of design or functional purpose other than to add a few more polygons to the scene. Seems to be a really unnatural shape for its location and especially doesn't blend very well when placed as close to a doorway as it is in 06. Blue room is deceptively constructed - at first glance it looks to be packed full, but on closer inspection is a box with some pretty supports and wires. I think you could do some more there without getting to the point of overdoing it. Lighting in the angled corridor with the skylights kinda bugs me, too. Seems more a bright midday color than belongs with that sky. The pipes, while a nice touch, also look really out of place in that corner. Not sure if it's the conflicting colors, the supports or what, but something about them stands out.
Take that for whatever it's worth. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> KFS I think Mazy might have been going for the non- eclipse effect. You seethis indeed looks totally different to eclipse and hera, the 2 official maps that used the wall_lab textures. In my opinion the architechture has one big purpose : to be different.
Its all very nice mazy. The corridors are maybe a bit too marine friendly.
ns_flame - ns_fire? to me it looks red..make it something to do with fire in the name...to me its going to be one fine custom map.
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
edited April 2003
Heaven forbid I might offer suggestions to potentially improve said difference. I don't care if it looks like Eclipse, Hera, or Dust for crying out loud, those are things that I think could be improved/tweaked. What Mazy chooses to do with those comments and suggestions is his own decision.
<!--QuoteBegin--Phy+Apr 23 2003, 04:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Phy @ Apr 23 2003, 04:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Mazy, weren't you the author of a map called cs_pringle or other, a Counter-Strike level with gigantic pringle cans all over the place? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I checked his site, the maps called cs_meat2k.
<!--QuoteBegin--Phy+Apr 23 2003, 10:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Phy @ Apr 23 2003, 10:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Mazy, weren't you the author of a map called cs_pringle or other, a Counter-Strike level with gigantic pringle cans all over the place? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> i assume u mean these
looks very nice and very detailed <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
*imagines KungFuSquirrel kicking the tar out of mazy*
Nice map. I especially love the architecture!
And one question......what are the r_speeds for those more heavily architectured areas?
*EDIT: just realizes that this topic is months old.......oops. Damn you bumpers <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> !*
Comments
"ns_moocow (and again, its only a project name ;D). "
Readyroom looks SO COZY!
Just make sure it doesn´t turn into another eclipse...
Good Luck to you!
I'm not sure I want to know what that means...
I wasn't going to post in this thread for fear of being horribly misinterpreted given the style of the map, but I had to post in regard to that comment above. As I have now entered, the post, though, here's my thoughts.
Ready room to me is the proverbial weakest link. The lights around the outside are overdone, and particularly in the second set of shots don't give off nearly as much light as they should given their number and visual intensity.
My favorite area has to be the one with the little energy pillar. Very nice design on that, and in the room around it. I can't personally say the other shots do a whole lot for me. Obviously I have my own interpretation of the theme and style, heh, but here's some of my thoughts:
The little curved supports at the bottom of the pillars don't seem to form any sort of design or functional purpose other than to add a few more polygons to the scene. Seems to be a really unnatural shape for its location and especially doesn't blend very well when placed as close to a doorway as it is in 06.
Blue room is deceptively constructed - at first glance it looks to be packed full, but on closer inspection is a box with some pretty supports and wires. I think you could do some more there without getting to the point of overdoing it.
Lighting in the angled corridor with the skylights kinda bugs me, too. Seems more a bright midday color than belongs with that sky. The pipes, while a nice touch, also look really out of place in that corner. Not sure if it's the conflicting colors, the supports or what, but something about them stands out.
Take that for whatever it's worth. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
..hey maybe that's enough feedback, a little ego-stroking never hurts? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
..oh, okay, I can feel opinions starting to form now that I concentrate on an image at a time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. I'm not terribly much for the odd visual effect in the readyroom spawngates, it.. looks tacky I think. The shot appealing most to me is 06, it's very warm, with very nicely detailed and lit wall-detailing. I wonder how skulks likes that though? God I miss having clipbrushes in NS.
For what it's worth shot 04 and 05 seems competly alike to me? Maybe it's the blue.. I mean, I realise they're different cameraangles.. but.. they look so alike I fear the whole area might be that symmetrical and uniform.. which, might not be so hot.. less blue in places perhaps?
I'm overjoyed by the roof detail work in shot 07. I really like it. If I had to say something I'd say the lighting seems perhaps strangely uniform there, the lightsources.. idunno.. it's as if the blue electricity washes the other lights away? It's not very dramatic lighting anyway.. I don't know if it needs to be, it's just an observation.. but again, I really like that room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I think it's clear you've put effort into aligning textures, nice lighting, brushwork, etc., and the result looks pretty darned hot. With, uh, the expection of those spawngates imo <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->, but anyway, keep that up and you certainly wont have problems with the the visuals.
Oh and you can't make him change the name.. he's the guy who did de_eggfart... filled with giant Twix and Pringles tubes!
The guy is nuts, but he sure can map!!! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I like the blue lighting.. with the little haze next to it, it gives it a nice feeling, but i think it could benefit from a more ..."cold" look in that area.
Like a broken pipe with steam and small sheets of ice.
Oh and nice job with the windows .. give it a nice "warm" feeling <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
oh yah, im trying to find another skylight style, since its might be kinda too ecliptish :)~~~
shots from the marine spawn soon :)~~~
/me flaps~
who cares that it looks like eclipse?
I'm not sure I want to know what that means...
I wasn't going to post in this thread for fear of being horribly misinterpreted given the style of the map, but I had to post in regard to that comment above. As I have now entered, the post, though, here's my thoughts.
Ready room to me is the proverbial weakest link. The lights around the outside are overdone, and particularly in the second set of shots don't give off nearly as much light as they should given their number and visual intensity.
My favorite area has to be the one with the little energy pillar. Very nice design on that, and in the room around it. I can't personally say the other shots do a whole lot for me. Obviously I have my own interpretation of the theme and style, heh, but here's some of my thoughts:
The little curved supports at the bottom of the pillars don't seem to form any sort of design or functional purpose other than to add a few more polygons to the scene. Seems to be a really unnatural shape for its location and especially doesn't blend very well when placed as close to a doorway as it is in 06.
Blue room is deceptively constructed - at first glance it looks to be packed full, but on closer inspection is a box with some pretty supports and wires. I think you could do some more there without getting to the point of overdoing it.
Lighting in the angled corridor with the skylights kinda bugs me, too. Seems more a bright midday color than belongs with that sky. The pipes, while a nice touch, also look really out of place in that corner. Not sure if it's the conflicting colors, the supports or what, but something about them stands out.
Take that for whatever it's worth. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
KFS I think Mazy might have been going for the non- eclipse effect. You seethis indeed looks totally different to eclipse and hera, the 2 official maps that used the wall_lab textures. In my opinion the architechture has one big purpose : to be different.
Its all very nice mazy. The corridors are maybe a bit too marine friendly.
ns_flame - ns_fire? to me it looks red..make it something to do with fire in the name...to me its going to be one fine custom map.
I checked his site, the maps called cs_meat2k.
i assume u mean these
<a href='http://www.mazy.net/maps/de_eggfart/de_eggfart.htm' target='_blank'>http://www.mazy.net/maps/de_eggfart/de_eggfart.htm</a>
<a href='http://www.mazy.net/maps/de_cotef/de_cotef.htm' target='_blank'>http://www.mazy.net/maps/de_cotef/de_cotef.htm</a>
<a href='http://www.mazy.net/maps/de_seldomever/de_seldomever.htm' target='_blank'>http://www.mazy.net/maps/de_seldomever/de_..._seldomever.htm</a>
omg im pimping D:!!!~
Nice map. I especially love the architecture!
And one question......what are the r_speeds for those more heavily architectured areas?
*EDIT: just realizes that this topic is months old.......oops. Damn you bumpers <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> !*
Belg