Ns_glacier

OrdosOrdos 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

  • AeaAea Join Date: 2003-10-09 Member: 21552Members
    Not enough shaddow :o
  • ProStyleProStyle Join Date: 2003-11-13 Member: 22789Members
    Yeah, I'm totally not a fan of point based lighting in NS... fugly
  • OrdosOrdos Join Date: 2002-11-16 Member: 8903Members
    One reason it's a little on the bright side is probably because those two large holes in the ceiling are two vents leading to the surface (it's set during the daytime on an ice planet, hence the name).
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    seems like Im in a infested Light bulb.
    Is that ice on the ladders? looks a tad unreal.
  • Tribal-BobTribal-Bob Join Date: 2003-12-21 Member: 24600Members
    Ok, this is Ordos, I changed my nick because I don't actually go by Ordos anymore, and havent for a long time heh. I've changed the start around a bit, and here's a pic. This is in the same spot as the original. Sorry for the smallish image, also please note that I increased the brightness of the pic in photoshop a bit, so it looks a little washed out.
  • Tribal-BobTribal-Bob Join Date: 2003-12-21 Member: 24600Members
    Here's the pic pre-brightness increase.
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    Already that looks alot better.
    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.
  • Tribal-BobTribal-Bob Join Date: 2003-12-21 Member: 24600Members
    Thanks, I have three more a comin'.

    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.
  • Tribal-BobTribal-Bob Join Date: 2003-12-21 Member: 24600Members
    Here's a shot of a room south of the MS. the blue lines are just to show where two more hallways will go (theres also an exit behind the player). Im not too happy with the architecture in this room, it's rather drab, so I'll most likely be coming back to it at a later date, but I'm going to press on with the rest of the level.
  • Tribal-BobTribal-Bob Join Date: 2003-12-21 Member: 24600Members
    This is one of my favorite rooms in the level (there are two like this actually, the other doesnt have the grating on the floor) just because it adds to the overall industrial feel of this area and the map in general. I'll most likely be adding a vent in here, but I usually do vents last.
  • Jeb_RadecJeb_Radec Join Date: 2002-08-09 Member: 1128Members
    looking ok but the floors just look empty, detail them!
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    I really hate lights that are anything but static. I don't know about anyone else, but I hate lights that blink, fade in/out, move, exploderz or whatever - I only like static ones <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    hmmmmm I disagree. Your view is to narrow-minded <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    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)
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