Ns_oddysey  updated hallway (pics 1 and 2)

GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
<div class="IPBDescription">And a wierd idea, too. (pics 3 and 4)</div>Alright, its been awhile and you've probably forgotten my first stab at this hallway <a href="http://www.natural-selection.org/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=4;t=224" target="_blank">here.</a>  I've gussied up the hallway, gotten the lighting right enough, and the rock box is no longer just a box.  The second shot is a shot from outside the hallway (you can't actually get there without noclip) just for a little perspective.

And then, I had this really wierd idea.  If you go to pics three and four, you'll see what I mean.  Now, I know this idea isn't entirely orignial, and I'm not sure how it would fly in the confines of NS (I won't be hurt if you tell me that its just not going to work).  Either way, feedback on the idea, and feedback on the hallway in general would be much appreciated.

Comments

  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    The crazy black and white idea:
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    And the crazy black and white idea from outside on a ledge:
  • Kung_Foo_ChickenKung_Foo_Chicken Join Date: 2002-02-09 Member: 186Members
    Nice pics... the b and w idea is nice, so is the color... i like the black and white... so does chimpy
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    I like, both of them. The only thing I remember from other B&W maps is that the textures are more...simple. Big white button on black console and such, not tons of tiny ones <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> But I still like it.
    Only complain is the big parts on the arches on the bottom that stick out, they just look a little too big. Why would anyone put those in to block off a chunk of the hallway?
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Comprox:  That jutting out thing is just how Cory drew up the texture.  Besides, its a bit nice to have something to dive behind in an ambush, right?
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks great Greedo! I don't know if I'd do a BW map for NS... but you never know: might end up turning out pretty nice. Anyway, the lighting looks great on the floor of the hallway, but seems somewhat bland on the supports. Though I'm sure it could also just be the glass playing tricks on me. The biggest issue I have with the corridor is the door... It fits in and all, but there's just something about it... could just be me though. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    In my defense, when I created that strut texture long ago it was for a hallway I designed, in which the walkway was elevated slightly off the ground with pipes running underneath.  The walkway actually came up to the part on the  strut which is sticking out the farthest, so the struts didn't actually impede into the walking space.  

    I really like the hallway you have going so far.  One thing I'm not sure about is the light cast on the floor is yellowish green which doesn't match the lights above or from outside, and nothing else seems to be catching that green light.

    While black and white is a neat idea, and could be suitably creepy, I would opt for color.  To me color seems so much more fun to play on.  Plus, with the black and white all the player models would have to be B&W as well, otherwise they would stand out far too much, and take away from some of the ablility to hide that the aliens need.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Yeah, the lighting on the floor is a color I'm not happy with.  I spent a long time trying to match it with the skybox, and I kind of just gave up.  As for the whole black and white thing, I get what you're saying about the models sticking out.  I was thinking about that, and kept coming back to Schindler's List with the way the coloring worked.  I was planning on building the color and black and white simultaneously (as it would only be a simple conversion) anyways, and I think I'm still going to do that.  How it turns out, whichever version comes out better in the end, well, we'll see.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    A black and white level. Wow. Maybe you should release both? <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    Really cool design.  <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • UnknownUnknown Join Date: 1970-01-01 Member:
    that hallway is great. lets see some r_speeds in the next pics that you post. keep up the great work!!!!!!!
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    lol fingertips!
    always with the r_speeds, anywho....
    I liek a black and white level, i'm just curious how the aliens will manage on such a level.
    Looks really stunning.
  • Hand_Me_The_Gun_And_Ask_Me_AgainHand_Me_The_Gun_And_Ask_Me_Again Join Date: 2002-02-07 Member: 178Members
    You do realise odyssey is spelt 'odyssey' and not 'oddysey'?

    Map's looking good, though - the colours aren't quite right (although you've said you're working on those)...
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    About the green lighting on the ground... mabye you could try adding lights on the bottom side of the part of the supports that stick out. Just to give it a source.

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  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Hand me the gun:  I've yet to finalize the spelling of my level.  But don't worry, I'm working on it.

    Ken:  The lighting is actually supposed to be reflecting or emanting from that planet in the sky, but the lights on the struts is definitely an idea that I'm going to put in.

    Whoever it was:  The hallway is wide enough that the marines will have no trouble walking through.  Those computer monitors are at eye level, if you're wondering about scale.

    fingers: The r's are under 400 at all times here, but I'm working to lower that so I can add detail to the area behind that door.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    thanks for the up dates.
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