Tell Me What You Think?

Some_tall_guySome_tall_guy Join Date: 2002-08-12 Member: 1139Members
edited May 2003 in Mapping Forum
<div class="IPBDescription">constructive critisism please</div> heres a pic of a room that i like...... errrr.... ya. tell me if you like and where i could improve

ps: I FINALLY FOUND OUT HOW TO POST IMAGES ON THESE FORUMS *EVIL LAUGHTER*

Comments

  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looking good, tall_guy, I like the atmoshpere you've got going for that.

    Right now, the main thing I'd focus on improving there would be the geometry and structure of the room itself. Maybe see if you can get some more variation or angles in the walls and ceiling or something there. Also might want to look into breaking up the lighting a bit with different colored pools of contrasting light somewhere in the red.

    Good luck with it!
  • Some_tall_guySome_tall_guy Join Date: 2002-08-12 Member: 1139Members
    edited May 2003
    thank you very much, i'll definately take into account what youve said <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    how do you think it would look with some kind of supportive structure holding up that big pipe going across the ceiling?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited May 2003
    Would I be right in thinking that those red flouresants run along the bottom of the whole wall? Texture ligfhts used that way can be overpowering, putting out far too much light for the space. You'll get higher contrast by putting a single instance of the texture every 256 units or so. I also suggest tweaking the color in your lights.rad to make it more orange than pink.

    I recommand you put a small white spotlight shining down in fromnt of the doorway to cover up the light leaking trough the closed door.

    If the pipe on the ceiling was full I expect it would be quite heavy, it looks like it needs something to support it. Try adding some bracing every 256 units or so.

    Finally, please add door frames. It really adds to the feel of a room having proper frames around the doorways, instead of the carved out rectangle look.
  • Some_tall_guySome_tall_guy Join Date: 2002-08-12 Member: 1139Members
    edited May 2003
    voila, after a bit of tweaking and screwing around.........
    I've added supports for the pipe, I've added spaces between the red lights, i've added some grating that encase some wires on the wall, I've changed the pipes under the floor in the middle to water (not too noticeable in this pic) i've added borders around the doors but im not too sure how to change stuff in the lights.rad file, any help on that would be good
  • neuesneues Join Date: 2003-04-28 Member: 15908Members
    I liked it in both pics anyway tbh <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Some_tall_guySome_tall_guy Join Date: 2002-08-12 Member: 1139Members
    thank you <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Lookin' good.
    To edit your lights.rad file, open it with a texteditor like wordpad (perhaps after backing it up).
    You'll now see names of textures with 4 values behind them like:

    redlight 240 20 20 500

    The first three values are the Red Green Blue values familiar in windows. I'm sure you'll also get these when picking the color for a light entity (I know for QuArK you do).
    The last value is the brightness. Increase to make brighter, decrease to make darker.
    Note that the same values apply to all textures of that name in your level.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    <i> I hate crates. </i>
    Aye, but you have to admit that these are some fine looking crates. Apart from the fact that they somehow seem to "float".
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    You are right Wolv... try unsing Zoner's HL Tools with the Opaque flag set on the crate-entity. (It slows down RAD, but adds contrast <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
    Note that there is also a comand line option for RAD to disable all opaque flags for test compiles.
  • Some_tall_guySome_tall_guy Join Date: 2002-08-12 Member: 1139Members
    edited May 2003
    I just added some infestation on one of the doors, but now when i compile and run it its still the same thing as before i added some infestation like i didn't even save it or sumtin. and also it takes the same amount of time to compile my map as if it had no lights, but when im running around in it the proper red and yellow lights are there
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Post your <b>entire</b> compile listing from within WorldCraft. Most likely your map didn't export or compile properly.
  • Grizzly_TankGrizzly_Tank Join Date: 2003-03-13 Member: 14472Members
    nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    maybe some pipes or somthing in the celing , somthing fore the skulk to hide behind <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->


    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • DreamCatcherDreamCatcher Join Date: 2003-05-05 Member: 16075Members
    Looks great, Maybe your could put a restower in it.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    So how's this map coming anyways?

    You got two of the best mappers ever, Mr Ken Banks and Chrome to give advice, I can't wait to see more screenies if you have them.
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    ack. If there was progress he'd post it i imagine. Really though if you wanted to know just PM him, dont bother bring back old threads. But that said, i'd never seen this before and it does look quite nice (second pic mainly).
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Red light on green-brown textures makes it look like a mixed drink.
    It has some contrast missing, add fruits.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited August 2003
    I lost this map a quite a while ago in an hd crash. I also have no idea as to why this thread was brought back from the dead. The map I'm currently working on, ns_papillon can be found <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=42168' target='_blank'>here.</a>

    Next summer I'll start another ns map, I might try and recreate what I had done for this map but with better architecture, lighting, and everything else as my mapping skills have improved dramatically since I made this.
  • SmithySmithy Join Date: 2003-01-14 Member: 12277Members
    Dont really know what to say about the room sorry m8, it looks good but what you have shown doesnt tell me anything about it... like, where the doors are, where the vents are, ect...

    I cant really make a comment on a box .... in a room

    sorry! <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • SmithySmithy Join Date: 2003-01-14 Member: 12277Members
    btw I didnt mean to sound horrible! Im just not a mapper... which Ive said before... Just letting you know I aint got a clue what to say or even attempt to sound clever as to what you could add because I dont even know what you can add.....

    Does look good though.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    I must be wierd or something because I seem to be the only one thinking the floor doesn't look solid enough to hold those big heavy crates...
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    I think your all weird cuz you keep giving me feedback on a room that doesn't even exist anymore <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    And it will be going on because Nemesis Zero doesn't help you close this thread! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
    Well I think teh Onos can get stuck behind the crates. Also what about moving the crates into strategical positions for some more scary athnosphere?
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