Ns_proxima - New Ready Room
Olmy
Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
<div class="IPBDescription">or ns_eon... whatever... haven't decided</div> Heres some screenshots of my replacement ready room for my map that i'm working on. (was called ns_proxima, or ns_centauri, i'm not sure. I think i'm going to go for ns_eon) Anyways, this in my opinion is superior to the original rr (noone will remember it anyways <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)
Description: Its set in the hanger of a frontiersmen startship so theres a drop ship to enter, you can jump out into free space to join the random team, or enter the infested escape pods to join aliens. There is an opening door to enter spectate. Theres still some things that haven't been worked out, a large maintenence door on the opposite side of the spectate door, but most is done really.
first pic :
Description: Its set in the hanger of a frontiersmen startship so theres a drop ship to enter, you can jump out into free space to join the random team, or enter the infested escape pods to join aliens. There is an opening door to enter spectate. Theres still some things that haven't been worked out, a large maintenence door on the opposite side of the spectate door, but most is done really.
first pic :
Comments
wat i mean? It just seems to be lit in one colour(White)
Have the red light on the left give off a stronger red light!!!
Keep it up, <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
wat i mean? It just seems to be lit in one colour(White)
Have the red light on the left give off a stronger red light!!!
Keep it up, <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
you have to keep in mind that the colours are more vivid in ns (due to overbrightening) i just haven't adjusted for this, so the pictures look more dull than usual. and what do you mean all white? i see cyan, blue, green, and red? i agree on the red light though, i'll try to make it a little brighter.
Overall the rr looks quite cool. Seems like you spent a few hours on that. I hope you can keep that quality and a unique theme in the rest of this map too. Then it will be one of the best.
Gimme more of these glass doors, NS is lacking doors.
Keep it up!
rip it off? i think i recall seeing a drop ship in the co_tremo ready room but i can't remember what it looked like. If that ready room inspiring me to make a hanger for a ready room is what you call a 'rip off' then i guess i did. But i created the drop ship from my own ideas, and i didn't even look at the ready room for co_tremo when i was making the ready room.
[edit] i don't think that ready room had a view of the cockpit?
[another edit] to reese : i actually thought about doing that but then for some reason i decided it wasn't worth the trouble. all that would happen is you would approach the screen and dissapear you know?
[aaaand another edit] to nerdIII - the monitors looks strange with an illuminated frame - they glow for no reason. you have to keep in mind that nothing would be illuminating the surrounding area of the screen (maybe a little stray light through the doors)
And why are the walls sround the monitors lit up? +the monitors are made of three faces that would illuminate each other. Make them at least as bright as the sourrounding. You could do this without wasting entities by not using on of these overlay effect textures with black borders and adding a few unnamed lights in front of the screens. Good idea? Bad idea?
func_illusionary overlays were yesterday, that's a n00b technique <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Sorry if I am nit-picky, but this readyroom looks so cool and these black borders don't fit in.
func_illusionary overlays were yesterday, that's a n00b technique <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
What are you talking about ? Only unamed lights (edit : or light_spots) are free entities to spare. But unamed func_wall or func_illusionary are counted within the 300 limit, aren't they ?
I must say, this new screenshot looks very nice. What about another low-watt-light for the control lamp below the big screen? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
No problem <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Just wanted to point out the fact that talking about 1024 unamed entities as a reasonable limit to take into account (when talking about NS mapping) wasn't a clear idea as it could also have been func_walls or func_illusionarys in this example. Better to say "You can have 1024 unamed lights" <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->