Ns_horizon screenshots
CallMessiah
Join Date: 2002-06-24 Member: 813Members
<div class="IPBDescription">First screenshots</div>After working on this thing forever (I'm porbably the slowest mapper in the known universe), I finally decided to put up some screenshots, because I really need some advise.
What I want to know is, what you thing of the light level, if the shots are bright enough or even to bright, because depending on the time of the day I work on them, I think of either one of the two possibilities.
I didn't use an env_gamma on these, I tried, but I didn't think it looked good at all, so I took it back out.
So, now here I give you the first picture of the room directly in front of my shuttlebay hive...
What I want to know is, what you thing of the light level, if the shots are bright enough or even to bright, because depending on the time of the day I work on them, I think of either one of the two possibilities.
I didn't use an env_gamma on these, I tried, but I didn't think it looked good at all, so I took it back out.
So, now here I give you the first picture of the room directly in front of my shuttlebay hive...
Comments
So, back on the lighting... of course any other criticism is welcome too...
Overall it looks really great though. Like I said, I like the design and style you've got in this one. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
The left side of the first shot I think I'll have you change, as you said. Actually I wanted to put something like a computer terminal along the wall, just somehow got distracted by something else I guess. Now that you point it out, I wonder how could actually leave it like that...
The layout is somewhere... once I get to posting more screenshots I will repost a dev_overview, which is labeled with the different screenshots' names, so you actually know, which part of the map the screenshot you're looking at, is from...
Good mapping - keep it up!
Most of the rest of my map is still completely unlit, because I do all the architecture first, then the textures and lighting and details last. When I get to that point though, I usually don't have a clue where to pt the lights or which color they should have...
Guess I should change my working rythm, shouldn't I? <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
To make experimentation easier, i do this: i make all the room, then i copy and paste it in another map, then i add the lights, and then your compile times won´t be of 30 minutes to check a simple light spot <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->.
Edit: lol i almost forgot <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
NICE ARCHITECTURE U BISHNISH <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> KEEP IT UP!!!.
Though it is not, what I really wanted the final look of it to be like, I guess I'll stick with it, because I don't have a clue about creating custom textures, except for the very, very basic stuff (like copying bmps into a wad).
Battousai: I thought about that too, copying parts of the map, but I didn't care about the lighting to much so far, since I wanted to finish all basic architecture first. But I guess I'll do what you said.
melt your level together with a flametorch!
make the environment more homogenic!
make the walls, floor and ceiling look like one piece!
see?
I need sleep...
Anyway, here is another shot, this time from the shuttlehiveroom itself. The lighting isn't actually what I want to be and I'm quite unsure f I want to keep the pit in the middle, you tell me...
Dunno about the pit...
Leave it like that for now and see how much it affects the gameplay......
As for the pit, i dunno if a pit is something you'd find in a shuttle..
If you're gonna keep it, maybe make it shallower. It could turn into a pit to provide cover, or a death pit.
I like your idea too, but I think it would be rather unfunctional to have a shallow pit in the middle of a hangar, but then, you didn't know that is was supposed to be that.
Kaine: It is not really based on the movie concerning any of the design so far, just maybe a little bit storywise, but that is yet to come. The only thing that will be in this map, that I remember in the movie, is a rotating hallway, a tube that completely turns around while you walk over a small catwalk.
Keep up the good work.
As I slowly progress through my map and make some major layout and desgin changes, I always found the time to "finish" up another area, a glasswalkway through a room.
It is a level deeper than the rest of the surronding area, so two elevators lead down there, as well as a vent for our little wallcliming friends.
The first shot is out of the hallway you allready saw in the second picture into the elevator:
There should be fog here, but for some reason the env_fog doesn't work, maybe I'll figur it out later...
Comments as always welcome!
Forgot to say... silvery texture replacements done by Hanz and straight out of ns_wad.wad. I love em, but I'm missing the replacements for the pillar and trims, that's why they're still pink...
heh. Nice new stuff, the only thing i can say is: Try to make the glass a bit more translucent because it doesnt looks like a glass in the current way it looks, a bit more translucent and voila! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Now, the elevator coming up from the Glassway is to the left and there are 4 more doors into this room, and three that don't work.
Comments welcome...
I noticed in your second picture (second post) that the lights on the wall got abruptly cut off by the wall... you might want to stick holes in the pillar thingies so that the light can continue unheeded... here...
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original passageway (head on view)
/~~~|
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| | } -- pillar thingy
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\* | <-- * = light
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New passageway:
/~~~|
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|__ |
\* \|
|_/|
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it may be a little hard to discern what I'm getting at, D:
oh and your first pic, it doesn't look infested enough. I saw the broken pipes and those looked infested. but that room was really just infested texture on the walls of a normal room. D:
Besides the first 2, I found the other pics to be AWESOME!