Why Is This Ugly?

MonkeygetMonkeyget Join Date: 2002-02-27 Member: 254Members
I just make this:
<img src='http://membres.lycos.fr/nolagrulez/ns/images/map/medoc0000.JPG' border='0' alt='user posted image'>
<img src='http://membres.lycos.fr/nolagrulez/ns/images/map/medoc0001.JPG' border='0' alt='user posted image'>
<img src='http://membres.lycos.fr/nolagrulez/ns/images/map/medoc0002.JPG' border='0' alt='user posted image'>
<img src='http://membres.lycos.fr/nolagrulez/ns/images/map/medoc0003.JPG' border='0' alt='user posted image'>
<img src='http://membres.lycos.fr/nolagrulez/ns/images/map/medoc0004.JPG' border='0' alt='user posted image'>

As you can see it's doesn't look that good <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> . Of course there are maps who looks not as good as this one but it still not good :/
What do you thunk i should do to make this (average looking map) looks better? maybe is it too empty? what should i add/change?

Comments

  • PRIMERPRIMER Join Date: 2003-03-17 Member: 14634Members
    Put box lighting, or even light strips on the ground. Looks like one of those rooms that needs to have lighting that has power problems and flickers.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Kinda reminds me of Quake 2.

    I guess the textures <i>could</i> use some work, but mainly the problem here is lighting. Lighting makes or breaks a map. Try using spot lights instead of normal lights. Shine light through narrow slits or use spotlights to shillouette nifty-looking brush geometry against the wall.

    Instead of yellow lights, try white. Some good light colors are 192,192,192 for a nice white light (Never make a white light; always use a grey light. Don't ask why, it just works better.) 16,128,255 for a cool blue. Chip little pieces out of the walls here and there to put a light near the floor or ceiling.

    Good lighting is hard to understand and even harder to implement, which is why the opinions of strangers are so helpful. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • aegixaegix Join Date: 2002-08-31 Member: 1256Members, NS1 Playtester
    Flat walls and bad texturing.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    u just need to fill the walls n stuff with computers etc to give it more atmosphere.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    It looks like one of the first Quake2 maps... and if IIRC this floor texture looks very much like this brown plate texure from Quake2. I think you need some of these cooridors that are in every other NS map. These long ones with spotlights and dark textures <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MonkeygetMonkeyget Join Date: 2002-02-27 Member: 254Members
    i think im going to start something news in an other style keeping lighting in mind :]
  • SpoogeSpooge Thunderbolt missile in your cheerios Join Date: 2002-01-25 Member: 67Members
    It's a bit rough but I think you should try something:

    Lower the lighting values by about 1/2. Then place a env_gamma with a value around 1.2.

    See if that looks any better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->


    Oh, maybe a bit less brown too <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • NayNay Join Date: 2002-06-09 Member: 741Members
    Like most other people said just add some dynamic lighting to the map using various different ways ( light entities, textural lighting etc ) maybe include more of the ns type textures into the map, and finally detail, pipes, panels, screens, structures, boarders etc etc.. it will take time to come together but it will become alot better.
  • MonkeygetMonkeyget Join Date: 2002-02-27 Member: 254Members
    edited August 2003
    u just made something different. Screens are a bit messed up, but you'll have to believe me when i say that lighting is good (excepted a light too yellow in the middle)

    <img src='http://membres.lycos.fr/nolagrulez/ns/projet/encorecouloir0000.JPG' border='0' alt='user posted image'>
    <img src='http://membres.lycos.fr/nolagrulez/ns/projet/encorecouloir0001.JPG' border='0' alt='user posted image'>
    <img src='http://membres.lycos.fr/nolagrulez/ns/projet/encorecouloir0002.JPG' border='0' alt='user posted image'>
    <img src='http://membres.lycos.fr/nolagrulez/ns/projet/encorecouloir0003.JPG' border='0' alt='user posted image'>
    <img src='http://membres.lycos.fr/nolagrulez/ns/projet/encorecouloir0004.JPG' border='0' alt='user posted image'>
    <img src='http://membres.lycos.fr/nolagrulez/ns/projet/plan1.JPG' border='0' alt='user posted image'>

    i think i gonna make a ns map
    It would be nice if u could give feedback with the plan. (if there is no box that doesnt automaticly mean there won't be a room)
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    This brown/orange is really whats killing the map IMHO. Try to change the textures to a shade of blue, and see what it looks like then. Could really be the textures, because brown/orange is just not pretty.
  • MonkeygetMonkeyget Join Date: 2002-02-27 Member: 254Members
    i revamped the first room using new textures (blue \(^-^)/)
    <img src='http://membres.lycos.fr/nolagrulez/ns/projet/medoc0005.jpg' border='0' alt='user posted image'>
    <img src='http://membres.lycos.fr/nolagrulez/ns/projet/medoc0006.jpg' border='0' alt='user posted image'>
    <img src='http://membres.lycos.fr/nolagrulez/ns/projet/medoc0007.jpg' border='0' alt='user posted image'>

    i also made this to try some custom textures (just beginned)
    <img src='http://membres.lycos.fr/nolagrulez/ns/projet/testcouloir0000.JPG' border='0' alt='user posted image'>
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