Check This One Out :d
Sylver
Join Date: 2003-02-12 Member: 13446Members
Enough with the screenshots! I hate those things! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
What I'm trying to say is that I took the part of my map I wanted to show out of my entire map, pasted it into a new one and compiled it. That should give you a way better look at it hehe.
It also reveales a little story thing I wanted to add to the map, so if you don't want any 'spoilers' till the map is done don't download it. Still, I'd really appreciate a professional opinion on it.
Note: This is not going to be the final name <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
What I'm trying to say is that I took the part of my map I wanted to show out of my entire map, pasted it into a new one and compiled it. That should give you a way better look at it hehe.
It also reveales a little story thing I wanted to add to the map, so if you don't want any 'spoilers' till the map is done don't download it. Still, I'd really appreciate a professional opinion on it.
Note: This is not going to be the final name <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
I really like the "aliens bust out of an observation area" thing you've got there. I don't see much sense in the pile of infestation that is outside the observation area UNLESS this area will be turned into a hive. You had a very sligh problem with your glass in that a part in your glass cuts was textured. Basically because of the cuts you could see an edge on the glass where it _should_ be solid. Also I would suggest taking the entity lighting off those lights in the middle of the room. I know you're doing it for the broken light effect, but it just doesn't look right. Either that or you may want to add another 1-2 entities per light. The room as a whole doesn't really have much light to it, especially the top portion. NS maps are supposed to seem dark, not really be dark. I guess this is a hard thing to describe but you really should use little pools of shadow to make the whole area seem a lot darker than it is. When you build out from this room make sure that it is well seal from even the adjoining hallway (i'd suggest leaving the room at corners for about 256 units and pulling u-turns from there) to keep your dynamic lighting from taking up your entire lightmap by being all over the place. (or put doors in with the opaque setting)
I think you do have a good start here. You have a little touching up to do with this room, and the rest of the map may need more in the way of stylish architecture, but as a whole it looks solid. Happy mapping!
About the infestation:
I got a few plans for it. One is to make it a func_weldable, that gets destroyed when welded and it will lead to a hive. The other idea I've got is to make the room next to this one the hive room. Otherwise, I'll delete the piece of infestation like you mentioned.
About the lighting:
I'm a little fuzzy on what you ment here: to remove the flickering effect or remove the lights altogether. Think the second and I'll try that. See what that brings.
About the glass:
I know exacly what you mean, and I've noticed it before, but I just figured out how to fix it. I'm gonna cut the left piece up into two and give the upper one a null texture on the side. That should do the trick.
About the lights/shadows:
Of course, I've tested the map myself more than once, but the lighting/shadowing doesn't seem that dark to me. Maybe it's my gamma settings, but I'm sure I could spot a skulk from the opposite side of the room. Also, I added the boxes for some extra fun, else it would have been a little to liniair, and you'd have a clear shot at the resource tower.
In general, I think I'm pretty happy with the lighting the way it is now, but I'll keep in mind to try some other settings and to use U-turn behind the doors. Thank again for your helpfull reply. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Just upload them.
I'm a little fuzzy on what you ment here: to remove the flickering effect or remove the lights altogether. Think the second and I'll try that. See what that brings.
About the lights/shadows:
Of course, I've tested the map myself more than once, but the lighting/shadowing doesn't seem that dark to me. Maybe it's my gamma settings, but I'm sure I could spot a skulk from the opposite side of the room. Also, I added the boxes for some extra fun, else it would have been a little to liniair, and you'd have a clear shot at the resource tower.
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Ok, with the lights I was talking about the central lights to the room (texture light_strip3) Those need to be lit using texture lighting, not point entities. It just doesn't look right. I understand that you were lighting them with points so you could do a flickering light for the "broken" version of one of those lights, but there are other ways of solving the problem. (making one of those lights a func_wall lets you not only use texture lighting, but it also lets you make it flicker <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
Lights/shadows: It seemed too dark to me. That's all I was saying. That said my monitor has a wierd problem where it takes a looooooong time sometimes to fully warm up. Maybe it was doing it then and I just wasn't getting all the gamma I normally do. Also make sure you've got an env_gamma entity in your map, otherwise it will go off whatever values it had previously.
Just upload them. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Me thinks someone didn't read, hmm JEZPUH! j/k
I'm away from my usual computer, else I'd give you my opinion on it. Perhaps you could post a few screenshots though, cause I wanna see it man! Pretty please?
~ DarkATi
Also:
1. I couldn't find the texture to use to create the 'lit' effect, that goes with the texture that I used on the lights themselves. Oh and I deleted those point entities anyhow.
2. I'm gonna try adding a env_gamma to the room. I haven't done that before, so I'm not quite sure how to. I'm confident I'll find out, else I'll just ask.
EDIT:
Well I tried adding a env_gamma to the room and I set it to 5 (I have no clue <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->). I couldn't see much difference.
And those lights? I'm just gonna toss them out, I mean make it seem like they're off. Save on entity count and a lot of effort <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<img src='http://members.home.nl/johnnyvdoremalen/plaatjes/specimen containment A.JPG' border='0' alt='user posted image'>
<img src='http://members.home.nl/johnnyvdoremalen/plaatjes/specimen containment B.JPG' border='0' alt='user posted image'>
<img src='http://members.home.nl/johnnyvdoremalen/plaatjes/specimen containment C.JPG' border='0' alt='user posted image'>
<img src='http://members.home.nl/johnnyvdoremalen/plaatjes/specimen containment D.JPG' border='0' alt='user posted image'>
Check again...
Oh and that 'damn slow host' is my internet provider... <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
*My opinion*