Ns_shaft screens

EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
I finished 2 rooms for ns_shaft, these are actually the only rooms I have finished though. The marine start is in screen 2 and the room after it in screens 1 and 3.

Comments

  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Ok, cool stuff.  The lighting in pics one and three is just delicious, but it could probably be a bit less bright in the second pic.  I think that the lighting there is great for just outside the marine start.  And that room design is truly inspiring.  Man, that's some excellent work there.  Keep it up and hurry up.
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    Wow..
    Great roof work, only thing i'd improve would be to make the slope more even and less bumpy.
  • HowlingHowling Join Date: 2002-01-26 Member: 97Members
    farking heck! That looks so tasty I could almost sink my teeth in it. Love the golden like style of it, though tis indeed very bright. <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • LotisLotis Join Date: 2002-01-25 Member: 77Members
    It looks good you did a nice job on it, where does it take place? Maybe you could add a few broken lights here and there?
  • YolmerYolmer Join Date: 2002-01-25 Member: 84Members
    Good job. The lighting looks really cool.
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    Greedo: Thanks for the tip, Ill take down the brightness in the marine start.

    Nebel: I might do that if I have to cut out some planes, but I think it looks best like it is.

    Howling: Its bright cause its the marine start, I wanted it to fade into darker colours and have more rocks and alien goo as it gets closer to the hives.

    Lotis: The map takes place in a mine, though you wont be able to tell from the screens yet <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I may add a few broken lights, but not at the marine start.
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    impressive curvey brushwork.  

    i'd tone down the lighting a bit - add more contrast.  you should add some objects like panels/signs/etc to increase the ambience so the player KNOWS he's in a mine.  also, adding more hiding places for the aliens is always good.
  • liquidscriptliquidscript Join Date: 2002-01-24 Member: 35Members, Constellation
    That is absolutely amazing in pics 1 and 3.  Pic two is decent except for the brightness issues as Greedo said.  That is some pretty sweet architecture.
  • neagneag Join Date: 2002-01-24 Member: 12Members
    It has very advanced architecture, it's almost to advanced.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    tommyd, this is right near/in the marine spawn so it is more tailored to the marines with brighter lights (he did say he would tone them down some though) and more open spaces. As the map gets closer to the alien hives, there will be more contrast in the lights, and more nooks and crannies for the aliens to ambush from.
    I must agree some other small details would be nice, screens, section of wall removed and showing pipes inside that were beign repaired, etc <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    Finally, have you made the commander console yet?
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    My god man, NS_Shaft is going to rock socks.  IMHO, nothing needs to be changed, that just looks f'in AWESOME! Great work!
  • the_stalkerthe_stalker Join Date: 2002-01-25 Member: 49Members
    nice <!--emo&:D--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->  <!--emo&:D--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • the_stalkerthe_stalker Join Date: 2002-01-25 Member: 49Members
    nice <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    incredible.  i love the design!
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Aha! Ekaj has returned - excellent work as always. I was worried you had given up on that level.

    Shaft! He's a baaaaad mothuuh----- Shut yo mouth!
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Wow, that really is some nice work there. I am truly impressed. I'm still in awe from the talent and creativity of this community.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Wow, welcome back, Ekaj.  More more more...
  • humbabahumbaba That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
    Though you probobly already know, the complimentary color of yellow is purple and for orange its blue. Therefore, if you do put in some contrast, make it in predominantly bluish purple hues. It is the most striking color mix.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Cool overall lighting and arcitecture wise. Texturing is top notch except for that metal door texture, its blue/greyness looks out of place with all of the yelows and oranges.

    Just my two..... camera cases.

    --Scythe--
    the_only_scythe@yahoo.co.uk
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    tommyd: the lighting has more contrast ingame then it does here, couldnt get it to look quite like it does ingame.

    Comprox: I may add some more computer screens later on but I would like to balance the detail out across the map so I cant make this area more detailed, that would use more planes and keep me from adding that detail to another area that needs it more.

    Humbaba: I doubt Ill add that much colour contrast together in one room, might look a little odd ;o

    Scythe: Thats not a door <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> however there is a door on the other side of that room, its not useable though.
  • AragornAragorn Join Date: 2002-01-26 Member: 98Members
    Great looking architecture!

    I like the idea of fading the colours down by getting closer to the hives.
  • The_ProThe_Pro Join Date: 2002-01-26 Member: 96Members
    Nice pipe-work.
    I like the pics.  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    The only suggestion I can make is on the architecture.  It's very advanced and very cool looking, but the sloped floors and walls doesn't suggest any function to me.  Instead of a real place, this feels a bit space-castley, something that would be found in Quake and Unreal.  I'm certainly not saying that you need to make it realistic (boy do I have a pet peeve with that word), but if you could make these shots hint at plausability or utility, that would be fantastic.

     It looks wonderful though, and I can only hope that you finish this map.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    it looks great but the only thing that i can suggest is for you to make some "stradgry like" hallways and/or secret passages. keep up the great work. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    I think there is only one word and i belive its amazing about the map.  <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->
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