Vividity

ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
<div class="IPBDescription">First Level</div> It is an in editor screenshot but because it is my first map I was wondering if the style is right. Please give me some feedback on :

- The Style
- Certain Architechture
- What Lighting + Lighting Effects would create an NS Atmosphere
- Any Architechture Tips to create the level with more effect and impact

Comments

  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Last one...Sorry about low quality JPEG
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Looks good! That lava should provide some low orange/red light, possibly with some blue or white ones in the corridoors for contrast.
    Just play with the lights until you find something that feels right.
    (and it seems to be very atmospheric <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
  • NayNay Join Date: 2002-06-09 Member: 741Members
    can we see ingame screenshots? rather from hammer, maybe a bit bigger aswell <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Looks nice, but here are some things to keep in mind:
    <ul>
    <li>High ceilings favor jetpackers, skulks, and lerks.
    <li>Lava kills instantly.
    <li>When making water, use render mode: texture with a lower end render amount to allow the player to see through it.
    </ul>

    It also seems that you are using many varied textures in one area; maybe cut back and stick to one or two styles per hall/room.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Nay : I want to get a hive up nearby there...currently in progress of that. Maybe even the MS but there is definately two other areas I want to get up, sort out leaks and brushes then go straight into some heavy lighting <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I'm out all day tomorrow so I will not be working on it (At the cinema!)

    Kage : The tips are very helpful. Especially the High Ceiling one.

    Quasar : Light blue is favourable for me.
  • naunau Join Date: 2003-07-04 Member: 17918Members
    Please tell me that lava is not level with the floor in pic 3 :/
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Originally the room started off with the lava inside the tanks. There was also a sort of "Hole" in the floor where it would be mixed, but instead I decided to make it look like one of the storage tanks had broke and fill it up, the lava is 16units off the ground for about 20% of the floor. The rest is about 128 units off the ground.
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