Ready room screenshots(new)

InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
<div class="IPBDescription">The hanger is being evil</div>Well...Considering the hanger is suddenly 10x brighter, even tho I made it less bright (No leaks....Heh), I've decided to post the two long awaited(Ya right...) Screenshots from the Spectator Join.

Comments

  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Ignore the blueness of that rail...I fixed it a while ago.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    The computer monitors are far too large, and you could definitely use some distinguishing areas.  If that's supposed to be your readyroom, I should be able to tell where the team join points are with hardly any effort on my part.
  • HowlingHowling Join Date: 2002-01-26 Member: 97Members
    I like the hallway (first screenshot) but the monitors are indeed too large. I'd love to have big monitors like those though!

    <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    hm...  so-so i think.  need a lot of lighting changes.  monitors are also to big.  kind like the design of that first shot, though.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Erm...on your thing about not knowing where the join is...The moniters are the Spectator join.  The room outside them is the area outside the Spectator Join(Amazing 'eh?)  As I looked over those, I noticed the monitors are perfect...the ceiling is like 2 64x64 squares...LOL.  I gotta make that a bit bigger.  As for the layout of the first room...I really just went"Wouldn't it be cool if..."

    I sometimes get carried away like that...like you'll see in my hanger shots, they're freaking amazing.  I'll show ya when I can.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I think that's what Greedo meant... is that it <i>isn't</i> very obvious to a player in the level that he must walk into the monitors to spectate. I wouldn't figure it out myself...

    Anyway, I personally don't think the monitors are too big... what's wrong with huge monitors? There is nothing that states that all monitors in NS must be this size or that. And if there was such a set of guidlines (for object sizes, or whatever) all it would do is restrict creativity.

    As for as map criticism goes:
    I would work on the lighting a bit, especially in the monitor room. That room could also use a bit more architectural detail. Also, as mentioned by Greedo, it should be a little more obvious that you need to walk into the monitors to spectate.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    Ok how will I put this?
    Well it's like this, the monitors itself aren't too big, it's just they're to big for thsi wall, I don't like them touching the floor like that. They would look great on a big wall, make that wall a big higher and wider, leave some more space between the monitors and place them higher, laso i don't really like the textures on them, but as  i said before i'm not a mapper, but sometimes you have to rely on people who aren't 2 much involved with it to get usefull feedback, and besides thsi is how i feel about it, someone else might feel completely different about it.......ok just ignore me!
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Good points there Interfector. Well put.

    Also, Interfector, on the part about you not being a "mapper"... It doesn't matter if you are a mapper or not for your opinion to count in level design. Good advice is good advice... whether you can create pretty rooms in worldcraft or not. There is so much more to level design than fancy brushwork, and I think that you personally have a much better concept of what makes a good level than a majority of the so called "level designers" in this (Half-Life) communtiy.

    So I do agree with you there... the most helpful feedback in artistic work is usually from the ones not too deeply involved in the field (be it level design, or anything else), since individuals become so wrapped up and obsessed with their own work, they start to believe that anything else other than their way is the wrong way. Everyone is different, artistically.

    (BTW, this random rant was not aimed at anyone in this communtiy in particular... so no one take offence. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> Just needed to get it off my chest. )
  • UnknownUnknown Join Date: 1970-01-01 Member:
    looks great so far, I would love to see more shots for this map. <!--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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