First look

RivalRival Join Date: 2002-09-02 Member: 1264Members
<div class="IPBDescription">At ns_presence</div>Hey, I really like what im seeing from all the NS maps, so I decided to give it a go. The folowing pics are from a room and a hallway. No layout or anything has been made, these pics are basically just to get a standard design to my level.

<img src="http://home.attbi.com/~sroyboy/ns_presence0013.jpg" border="0">
<img src="http://home.attbi.com/~sroyboy/ns_presence0014.jpg" border="0">
<img src="http://home.attbi.com/~sroyboy/ns_presence0015.jpg" border="0">

Comments

  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    The ground textures don't seem to work quite well. Especially the one where the walk way is. And the stairs in the last shot should be modified quiet a bit, they stand out. I hate to say this but things look a bit bland still, mabey you could ad more detail in some of the areas. Also some screens of misc stuff would make the contrast even prettier. Good job <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    Not looking bad, as Jedi said the stairs need more work, you might also consider looking around VERC and learn how to use hint brushes, and consided making less large details and more smaller ones. What I mean is that you seem to have made the rooms without a flat wall anywhere(in the first and last shot), which is good, but has had a bad effect on the r_speeds especially in the last shot. If more detail were added to the stairs and the passageway continued, then you would be getting much higher than 800 polys.

    All I can suggest, is that you just make the rooms slightly smaller in general, leaving more room for detail without adding too many polys.

    Another thing was the lighting seems a little dull, but this is probably because the shots haven't been coreected in PS or the env gamma isn't in yet.

    Anyway, it certainly looks like a good start, and I hope you finish it <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    Hey, i think the floor textures are just fine, and the walkway texture application is excellent in my opinion.  and the reason r speeds are higher in the last shot is cuz you're looking all the way down the hallway and the entire main room.  i think the lighting seems somewhat bland in the main room cuz you can't see the walls you're closest too, which have some nice lights.  and the stairs do look a bit bland as well. giv'em railings or something. or.. this would be cool.  make them twice as wide or so, then make the vertical parts lights.  that would be pretty. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->  otherwise i think it'd be a really cool design.

    Belg
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    woa; the first pic was REALLY cool.  i love how the walls seem to bend around the player; <b>the steep drop at the end of the hallway is ingenious.  KEEP THAT.</b>

    The last pic, where the floor curves at 90 degrees, the texture doesn't line up.  You may want to create a whole new "road bend" texture and just place it on the junction.
  • RivalRival Join Date: 2002-09-02 Member: 1264Members
    Thanks for the responces, I guess I just need someone to tell me what I've been doin wrong.  I have problems with r_speeds but I'm starting to get it.  Thanks again.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Yes, I have fallen in love with that first picture. The sheer drop looks fun fun fun, and the walls and puffs of steam or whatever really do it for me. Keep it going, you have m4d skillz.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    Wow the first pic its awesome, the architecture is great, and it has some cool lighting =)
    The only thing i don´t like about the screenshots are the floor, and the trim of the walls
  • Justin_CaseJustin_Case Join Date: 2002-08-08 Member: 1114Members
    Yeah the sidetextures on the floor look at bit weird otherwise its good. A bit plain, but not every map or section of a map has to be so special. Maybe you could add some decals to the walls, you know like deckfloor numbers or something if you want a bit more detail, or stains of rust? Just don´t fall in the hmm-this-room-looks-a-bit-empty-I-think-I´ll-add-some-crates-trap. And yes the first pic looks interesting indeed.
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