Really nice work, I like the brushwork and textures.
The only thing I dont like is the texturing and structure of those large pipes in images 17 to 19, I'm sure they could have a bit of a curve in the corners, and a slightly better texture.
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
apart from the subway tubes the rooms in penumbra are squarer than most other NS maps, normally i would say this is a bad thing but the squareness seems to complement the textures that you have used. But i will admit that Penumbra could use some more lighting contrast
(Slightly Off- Topic) IMHO the more screenshots you post, the more ego-boosting (but in the scheme of things) useless replys you will get back.
wow... wow ... err.... wow <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> ... damn you convinced me that even bright maps can looks really really nice and atmospheric, great job! the texturing is just great too
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
Wow. Good work, Yamakazi, keep it up <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
This is the best mapping I've seen in a long time. The only thing I would suggest is align that caution strip around the pool in pic 14! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I think it looks marvelous. I think some of the textures, especially the lights, need a lot more detail, since at the moment they look like they're right out of BuzzyBots. Try to make the borders a little less visible and add a little noise. Other than that, I like your architecture and lighting a lot. I think it's very believable.
Very very very nice. I love the lighting and the excellent use of levitating neon signs. Very psychadelic. The map design is beautiful too...it's like walking through sci fi scenery
wow looks really cool, the only thing i can say is....those pipes dont look really good..... make em less squary <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
First post. Great map! Ok only two things i could think of, pics 8 and 9 you seem to have a tv screen on the front of the shuttle, it looks a lil odd. The second thing is in pic 21, might be the shot but the girders look cartoony..its a bit strange given the <!--emo&:bob:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/bob.gif" border="0" valign="absmiddle" alt=':bob:'><!--endemo--> horror moveh theme of ns. Great stuff Yamazaki:)
Looking good (Altho I've seen most of it before). My only primary crit is that the textures lack depth, and the lighting is often dull and unpronounced, making everything look rather 'fake' or generic. I really think some areas should be darkened up and then lit more dramatically with the use of spotlights, rather than the constant grey sheen that seems to cover everything right now. It's not even as difficult as it sounds; you can modify a certain kind of 'base' light which is used in most parts of the map to make it look more interesting. An example of this would be Hera's top-down yellowish spotlights, or Nothing's rib-caged shadows. Simple spotlights would be enough to at least give the lighting itself some texture.
Oh, and the buzzybots crits too, but I think that ties in with the textures being rather shallow.
On the other hand, I'm not sure it would be 'Penumbra' to have it any other way, since the architectural style and design is suited to these textures...but I'd still love to see more depth.
Don't take heed of a ranting miserable sod like myself though if you don't want to - everyone else says it looks fine, so perhaps I'm just being harsh.
i love it, but the only thing that makes me strange to see is all that HL lights. mainly the 3 blue one. but still, looks very good!!! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Architecture looks great... but the textures are to much of the same grey (not that they look bad or something) You should also try to create some *darkness* in your map. Otherwhise great looking map! Hope to play it some time in the future... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Very nice, I got a tingly sensation down my back when I saw the first half of those shots... Maybe I should see a doctor...
Looks very System Shock 2esk overall, the lighting could use a lot more variation and contrast. I love those holographic screens you have littered around. The architecture looks a little blocky too, needs a few oblique angles to break up the constant 0/45/90 degree look.
Wow! Sweet design. I really like it. One thing I want to mention that has been downplayed in the responses is lighting. I understand you're not finished with it, but please add some variety. The current lighting really puts aliens at a disagvantaged. Maybe having those rooms bright, but placing a toggle somewhere to switch things up... Marines walk into a room, look for aliens, room goes dark... fun starts for aliens.
I thought the girders(?) for lack of a better word in 21/22 looked cartoony compared to the rest of the pics. And yes, like everyone else the lighting was a bit samey.
But my jaw dropped when I saw that ship in the hanger with the forcefield blocking the vacume of space and the transport...thingy... uber-cool
I dont think it looks bland at all, IMO The Fake look is great, really looks good and incredibly unique for HL (looks alot like SS2, which is always good)
Comments
The only thing I dont like is the texturing and structure of those large pipes in images 17 to 19, I'm sure they could have a bit of a curve in the corners, and a slightly better texture.
(Slightly Off- Topic) IMHO the more screenshots you post, the more ego-boosting (but in the scheme of things) useless replys you will get back.
Ok only two things i could think of, pics 8 and 9 you seem to have a tv screen on the front of the shuttle, it looks a lil odd. The second thing is in pic 21, might be the shot but the girders look cartoony..its a bit strange given the <!--emo&:bob:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/bob.gif" border="0" valign="absmiddle" alt=':bob:'><!--endemo--> horror moveh theme of ns.
Great stuff Yamazaki:)
An example of this would be Hera's top-down yellowish spotlights, or Nothing's rib-caged shadows. Simple spotlights would be enough to at least give the lighting itself some texture.
Oh, and the buzzybots crits too, but I think that ties in with the textures being rather shallow.
On the other hand, I'm not sure it would be 'Penumbra' to have it any other way, since the architectural style and design is suited to these textures...but I'd still love to see more depth.
Don't take heed of a ranting miserable sod like myself though if you don't want to - everyone else says it looks fine, so perhaps I'm just being harsh.
<!--EDIT|Merkaba|Aug. 09 2002,02:55-->
You should also try to create some *darkness* in your map. Otherwhise great looking map! Hope to play it some time in the future... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
I also like the LCARS look you have for the comp screens.
Looks very System Shock 2esk overall, the lighting could use a lot more variation and contrast. I love those holographic screens you have littered around. The architecture looks a little blocky too, needs a few oblique angles to break up the constant 0/45/90 degree look.
--Scythe--
the_only_scythe@subdimension.com
But my jaw dropped when I saw that ship in the hanger with the forcefield blocking the vacume of space and the transport...thingy... uber-cool