Thanks man. Actually I'm a bit off the guidelines, something in between NS1 and NS2 kinda style.
As for lightning, I'm making so the main lightning of a room or corridor is either in the blue or orange spectrum. But I agree that I could add some detail lights to make it more sci-fi.
some comments though: dunno if it's just the video, but I think I might get lost pretty fast in there, while the corridors themselves don't look the same, the shape, layout and especially the size of the corridors all look the same (I generally recognize corridors by their layout, not their textures)
in ns1 all the corridors of a map generally used the same textures, but the layout and shape/size of the corridors and rooms actually allowed you to see where u were
also, it seems to me all the corridors are very large for a space station, I guess this allows the onos to actually move about, but I think in ns1 the corridors were often smaller (tight confined spaces give immersion for me ;))
just a note, all this is intended to help, if you had made a crappy map I wouldn't bother posting constructive criticism
I like the overall architecture of the map, though some Rooms are very empty, but it's WiP soo.. The lightning is nice and the mood is good, though i really dont like the rooms with that yellow stripes in it, somehow too bright.
The thing that struck me was: a) Oh, wow, look it's NS2! and b) the two "hub" rooms (crossroads rooms in the center/south) look very bright and empty. Some bling on the walls or some added geometry might spice it up.
Otherwise, many, many great ideas and what looks to become a fun and atmospheric map.
There are a few rooms which seem really bad for the kharaa. Pretty sure it was around 2:20 the area that i'm talking about. Really cramped and low area. On another note, i'd like to be able to check out your map, Pipi, if at all possible. Nice work.
There are sure a lot of work to be done but this is going to be real close to the version that I'm going to test with the alpha before continuing progress as the map doesn't tightly follows the mapping guidelines (it is more a la NS1) and the playability is a huge random guess at the moment since we do not know much about gameplay.
I just wanted to show the whole map quickly, although you couldn't see all the vents and hideouts. On a first note, many people will notice that it seems to be marine-sided but there are little details that make huge differences in the gameplay (I believe) that will help the aliens too.
Comments
As for lightning, I'm making so the main lightning of a room or corridor is either in the blue or orange spectrum. But I agree that I could add some detail lights to make it more sci-fi.
<img src="http://img205.imageshack.us/img205/7641/nsq90.jpg" border="0" class="linked-image" />
<img src="http://img87.imageshack.us/img87/9752/nsq91.jpg" border="0" class="linked-image" />
<img src="http://img242.imageshack.us/img242/3474/nsqfin2.jpg" border="0" class="linked-image" />
Thats fantastic work!
Fly through video or some summing up screenshots would be great!!!!!
again, kudos for your hard work.
Would be great to hear/see playtesting, particularly considering that significant bottleneck accessing the alien starting hive.
Edit: Spelling failure.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/7gkSYIcKsHw"></param><embed src="http://www.youtube.com/v/7gkSYIcKsHw" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Ou il reste de modifs a faire ?
some comments though: dunno if it's just the video, but I think I might get lost pretty fast in there, while the corridors themselves don't look the same, the shape, layout and especially the size of the corridors all look the same (I generally recognize corridors by their layout, not their textures)
in ns1 all the corridors of a map generally used the same textures, but the layout and shape/size of the corridors and rooms actually allowed you to see where u were
also, it seems to me all the corridors are very large for a space station, I guess this allows the onos to actually move about, but I think in ns1 the corridors were often smaller (tight confined spaces give immersion for me ;))
just a note, all this is intended to help, if you had made a crappy map I wouldn't bother posting constructive criticism
The lightning is nice and the mood is good, though i really dont like the rooms with that yellow stripes in it, somehow too bright.
Keep it up!
The thing that struck me was: a) Oh, wow, look it's NS2! and b) the two "hub" rooms (crossroads rooms in the center/south) look very bright and empty. Some bling on the walls or some added geometry might spice it up.
Otherwise, many, many great ideas and what looks to become a fun and atmospheric map.
Good job!
The rock cave-in at 4:07 - Add more rocks. Some on on the walls, some angled, and more debris.
Keep it up!
I recognize the music from Defense Grid :D
There are sure a lot of work to be done but this is going to be real close to the version that I'm going to test with the alpha before continuing progress as the map doesn't tightly follows the mapping guidelines (it is more a la NS1) and the playability is a huge random guess at the moment since we do not know much about gameplay.
I just wanted to show the whole map quickly, although you couldn't see all the vents and hideouts. On a first note, many people will notice that it seems to be marine-sided but there are little details that make huge differences in the gameplay (I believe) that will help the aliens too.