Ns_glacier
Ordos
Join Date: 2002-11-16 Member: 8903Members
<div class="IPBDescription">Ressurecting an old project</div> Im nto sure if anyone remembers, but about 4 or 5 months ago I was working on a map named ns_glacier (if you do search you can prolly find the original post) it went belly-up because at the time I just been hired to craft some prefabs for an MMORPG (which I'm still doing) but I recently found some time to pull it out and look over it. I decided I wasen't too thrilled with where it was going, so I decided to scrap it and start again from the beginning. Well, here's the first room I have (marine spawn). Basically, it's a sewer (no one said being a marine would be glorious <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->) I wanted to get everyone's opinion on it. The green lights sort of fade in and out, and it's shown here at about the highest level. Any comments/suggestions/ideas?
Comments
Is that ice on the ladders? looks a tad unreal.
The greens have really been brought to the forefront, giving you that feel of sewage/water.
I love the support beams that go up the walls, really good architecture.
Also, the res node...it looks like a lonely place...you have really got the isolation spot on <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Looks special.
Here's the marine start (last pic of it, I promise <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->). I just changed the lighting slightly (removed the red lights, I felt they were out of place) and added a few monitors. The console near the cc was placed because I discovered that an alien with a projectile attack could snipe it from the end of the hallway, safely from the actual spawn. This is the last revision to the spawn until I get the rest of the map done, at which point I may look at it again.
It depends how, when and why you use them. All these factors have to be taken into account.
Customized lights can have a great impact on how a map is viewed, felt and ultimately played.
Lights can be a powerful tool, especially in Natural Selection.
It can be said for a wide field of industry's.....e.g. Horror films...lighting is crucial...Alien for example..which ties in neatly with NS. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> (full circle)