Ns_coolant

TinManTinMan Join Date: 2002-04-14 Member: 445Members
<div class="IPBDescription">Early status...</div>Hi there!
I finally managed to have enough time to build a level that once may become a playable scenario for natural selection...

I'd like to post some screenies like the others did, but I got a problem: The pics look far too dark, coz the do not show the gamma ramp (1.7) I have while playing.

About my level:

ns_coolant is an food cooling station that is infested by aliens, how ever they came in, standart routine, ya know?

The special is: Some areas sometimes are flooded with deadly coolant, so not all ways are always open (to make things more interesting).

I will post more screenies and a layout soon...
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Comments

  • TinManTinMan Join Date: 2002-04-14 Member: 445Members
  • TinManTinMan Join Date: 2002-04-14 Member: 445Members
  • TinManTinMan Join Date: 2002-04-14 Member: 445Members
  • sharpsword6sharpsword6 Join Date: 2002-08-15 Member: 1166Members
    Its pretty nice keep going cause its done when its done, you can just lighten up the marine part its still kinda dark.
  • BedwettingTypeBedwettingType Join Date: 2002-07-26 Member: 1001Members
    I like it so far, but I think the marine start should be brighter, even if the gamma is different ingame.

    Good luck. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    Hmm...

    I like your rooms, they would be good areas for a marine base but every area you showed us needs about 90% more lighting contrast.  Different colored lights, more lights, light_spots - all adds, visually, to your map <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Photoshop (or GIMP, its free open-source twin) can correct your gamma issues... you're not going to be able to get a lot of constructive opinion with such dark screens.  I brightened one up in Photoshop, and I would say you need a little more detail and a lot more lighting contrast... have fun.  Make a movie out of it.  (:
  • ZcaliberZcaliber Join Date: 2002-01-26 Member: 93Members
    Only think I could make out was the CS hud and the NS logo...  <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I brightened the pictures up a bit on my own system, and it's looking good. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Might I suggest throwing some different colored light into the scene as well... I would usually suggest changing those yellow lights to white/grey, but they seem to work really well here (at least once the shots are brightened).

    I second BT's comment about the brightness of the MS. Looking pretty good overall, but yes, it could use some more detail and structural flair.



    <!--EDIT|ken20banks|Aug. 27 2002,19:58-->
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    ns_coolant ay.

    that's already been taken by Ant2cool
    <a href="http://www.natural-selection.org/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=4;t=4844;hl=ns_coolant" target="_blank">See</a> I <a href="http://www.natural-selection.org/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=4;t=4870;hl=ns_coolant" target="_blank">told you</a>
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    Hmm, contrast in your lighting would make a nice touch. How bout ns_forgotten, most random thing I could think of. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • EosEos Join Date: 2002-06-08 Member: 738Members
    Very nice! Keep on going!
  • TinManTinMan Join Date: 2002-04-14 Member: 445Members
    I have registered ns_coolant on ns_world a while ago. <a href="http://www.planethalflife.com/nsworld/map.asp?UniqueId={4c4f15d2-21b8-4e3b-b5bd-70b48c3d1198}" target="_blank">Look here</a>

    When you type ns_coolant @ google, you wont find ant2cool's map...

    But I'm thinking about a new name for it. Maybe ns_freeze or sth.?

    About the lights: At the mom they are all 255 255 128, that standart-yellow, I played around with <i>many</i> other colors and effects. I decided to keep it that simple in most areas to keep down compiling times until the main layout is done. This explains also the missing detail.

    I previously built some hallways that looked pretty nice with pipes and cables and boxes on the wall, differt lights and other nice things, but it blew r_speeds.

    But some things I can promise:

    *The marine start will be brighter, and more colorful;
    *I'll bringht up future screenies
    *More detail will be added later
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    hey sorry, it's just that I had heard of Ant2cool's map first so I assumed that it had been registered first.

    And if your looking for some help, try the Natural Selection IRC mapping channel, #nsmapping or #naturalselection
  • TinManTinMan Join Date: 2002-04-14 Member: 445Members
    I'll change the map name, I don't want to start a discussion who was first there. ns_freeze will be the new name, but for now I'll stay with ns_coolant because I'm too lazy <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    So, there are some new shots to be posted...
    I now corrected the gamma, it makes them look a bit milky, in NSTR it looks slightly better...

    Pic#2-1
  • TinManTinMan Join Date: 2002-04-14 Member: 445Members
  • TinManTinMan Join Date: 2002-04-14 Member: 445Members
  • TinManTinMan Join Date: 2002-04-14 Member: 445Members
    Urgh. What did JPEG do to my level?!

    Ok, on Pic#2-2 you can see some coolant filling the area, in future releases this freezes you to death.
  • gutterclutchgutterclutch Join Date: 2002-06-30 Member: 850Members
    I like the...atmosphere. It's industrial dirtylike
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    <!--QuoteBegin--BedwettingType+Aug. 27 2002,23:42--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (BedwettingType @ Aug. 27 2002,23:42)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I like it so far, but I think the marine start should be brighter, even if the gamma is different ingame.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    uuuhh??...
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    Even in the new shots (Minus the green hallway, becuase it was some white ps effects) you still need more lighting contrast.
  • dragonsbladedragonsblade Join Date: 2002-08-07 Member: 1104Members
    im a mapper to and its pretty hard to lighten the screen shots when the ingame looks fine
  • TinManTinMan Join Date: 2002-04-14 Member: 445Members
    Ok, I see your point. I definetly need more color. It's all a bit tone-in-tone, your are right.

    Small, different-glowing details will be added to most of the hallways and rooms.

    I just have a small problem:
    To decrease the area the commander cannot see, because a small part overlaps the hallway below, I wanted to make it see-throug from top-down. But when I make it illusionary, players will fall though it.
    Is there an entity, that can be both? Invisible from above, but still a floor to walk on?

    Thanks for any help and your inspiration!
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I don't think there's anything like that currently available.  I'd suggest making your overlap no more than the width of 2 or 3 marines... that way the commander will be able to under it from an angle.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Actually, just make it a func_wall and check the "Invisible from above" flag. It's an NS specific feature for cases like this.

    On the other hand, you could also make it a func_seethrough. This is an entity that was used to make the ceilings seethrough in the old commander mode. While its original purpose has been rendered useless with the new commander mode, it's still handy for instances like this. You can also make it translucent rather than fully invisible with this entity.

    A player will not fall through either of these entities.



    <!--EDIT|ken20banks|Aug. 28 2002,16:42-->
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    /me boots Ken up the bum

    func_wall's don't have those flags. Only func_illusionaries do. So, use a func_seethrough instead.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Oops! The entity <i>was</i> originally going to have those flags though ...right? Either that or my info was screwed in the first place. I still remember my letter to flayra asking why the func_wall was missing the flags.

    I've still got it stuck into my mind that they're there. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->



    <!--EDIT|ken20banks|Aug. 28 2002,17:28-->
  • TinManTinMan Join Date: 2002-04-14 Member: 445Members
    By the way... Is there a way to delete my old screenies for this thread?

    Here are 2 new ones, with a gamma of 1.7, and more colorful detail.

    About my 'seethrough'-problem: I've a workaroud at the moment.
    But I'll check that func_seethrough option, that sound really good, thanks!

    Pic#3-1
  • TinManTinMan Join Date: 2002-04-14 Member: 445Members
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Everybody's been saying "more color, more color!"  ...So you add some color... and the first thing I'm gonna say is "ack!  blue!"

    It's not your fault.  (:  It's good that you're putting in colored lighting to mix things up, but there are a few things to keep in mind.  First, make sure you pick realistic colors - lights are normally yellow, sometimes red or orange... anything in the green-blue spectrum is usually much more muted.  Think of the color a neon light gives off - the light itself is pretty intense, but the color it gives off is much more muted.  Also, the more exotic colors need an explanation for being that color - green or blue are frequently cast by a computer monitor, for instance.

    Another way to get color contrast is to use more varied textures - if you only use these green ones, you're going to have trouble getting more contrast in.

    Even just white spotlights can do wonders, creating accents and strong shadows.  Check out some shots of Ken20Banks' NS_Nothing.  It's mostly grey and red, but the use of spotlights really makes it seem much more varied.

    In a nutshell, the blue is a bit too heavy - it doesn't look right; I wouldn't expect light that powerful except around some big blue-laser reactor or something like that.  Then again, red might work perfectly there (if perhaps a little less intense).
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