Ns_odlers stuff - pics
HanzGruber
Join Date: 2002-01-25 Member: 47Members
<div class="IPBDescription">This mb sure is slow at 1:45am (gmt 10+)</div>just some pics... excuse the crappy looking bright colors/colours in some of the shots (button lights etc) - when I converted these to palatted images (for size restriction) I didn't notice it until it was too late... my bad...
The general reason for this pic update is my new elevator for NS_odlers near the marine spawn... essentially, once a marine has gone down in the elevator - the doors close behind him and the lift returns to the docking bay level above - he quickly will notice that someone or something has wrecked the control panel on this lower level meaning now that he is in here...he aint getting back out... MUAHAHAHAHAHAHAHAH.... scooby doo! where are you?...
The general reason for this pic update is my new elevator for NS_odlers near the marine spawn... essentially, once a marine has gone down in the elevator - the doors close behind him and the lift returns to the docking bay level above - he quickly will notice that someone or something has wrecked the control panel on this lower level meaning now that he is in here...he aint getting back out... MUAHAHAHAHAHAHAHAH.... scooby doo! where are you?...
Comments
Possible solutions:
1. Rust here and there
2. Different coloured lights in some places
3. A coloured bar at shoulder level on all corridors
4. Coloured words accompanying the coloured bar
5. Different floor textures from ceiling textures in the computer area place
I like the pics that I see...only problem is the grey <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> Good start, sir!
<b>gutterclutch</b> -
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3. A coloured bar at shoulder level on all corridors
4. Coloured words accompanying the coloured bar
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A coloured bar? like a kit kat? what do you mean? Coloured words? um...you've lost me ...
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good start? well, one of these days I'm gonna have the patience to compile all of my level in one .bsp then we'll see about a good "start"
You're good. But are you good enuff for NS? This map is one hell of a map... for HL. *hard laughter suddenly ending with a stonecold pokerface*
<!--emo&:asrifle:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/asrifle.gif" border="0" valign="absmiddle" alt=':asrifle:'><!--endemo--> ....... <!--emo&:pudgy:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/pudgy.gif" border="0" valign="absmiddle" alt=':pudgy:'><!--endemo-->
Sorry 'bout that. Now, seriously, it looks too plane, too HL. #### around a little with the floor and walls and so. Make a little less realistic and more funky space feel.
*thumbs up*
/me wanna se more dramatic lightin, as was done with the bed-room-thingies and previous
YOu DID keep out of the "I'm a cube with stuff in it" feel that most maps I've seen recenly have, but there needs to be some kind of break in the visual monotony- a colored stripe (bar) of somekind running along the walls, some kind of support struts along the hallways (look at KFS's newer screen shots) and most importantly: LIGHTING!!!! It's all white!!!! put some bulges in your architecture to help create shadows- try putting texture lights really close to a sloped surface to give a bright wash with dark shadows around it.
One thing that bugs me is the really big feeling you have in your shots- it feels like it needs something massive in there- remember why there aren't outdoor areas in NS? it's because the really wide open area would give the marines an immense advantage- mapping wise all an outdoor area is is a big room with a sky texture- your first room could be made with a sky texture on the ceiling, rock textures on the walls, and drit on the ground and it's be a perfectly good outdoor area- which would not make you map official- put a big ship in there- it coudl easily be a hanger.
I am liking the last shot thou, because it has different colors and the pipes break up the monotony of the architecture.
As for the white lighting... I do recall in the mapping guidelines that to make an effective continuum between marine and alien areas you have to make one side clean(ish) and still and the other side organic and alive.... I don't know how you light your house or where you work or go to school but this intollerable need for people to have multiple light colours here, there and everywhere - just seems a bit odd to me... sure, when it's warrented I add the colour but to have multiple colours in a docking bay for no apparent reason just seems a bit stupid to me..
You could and should get a lot more contrast in the lighting of that area.
Please put some more detail into the walls of the hanger.
<b>MaNtiS</b>: Ya, I've added some more detail to some of the walls and even put in a crane thingy in the hanger that hangs from the roof...stuff like that
<b>Chrome</b>: You are so much nicer than some people on here... doctopepa is coo with me but people like biomech just annoy the #### out of me.... oh well... <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
A really important quality to have in level design is the ability to accept the fact that something isn't quite up to par... and then have the motivation to <i>get it up there</i>. You've shown evidence of having that quality right here in this post.
Keep it up, this is great. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> The lighting is just rockin... a well lit floor with shadowy walls. Perfect.
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