Ns_veil landing bay
KungFuSquirrel
Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
<div class="IPBDescription">Stuck at a fork in the road so to speak</div><a href="http://planethalflife.com/awmaps/pics/veil_marinestart1.jpg" target="_blank">http://planethalflife.com/awmaps/pics/veil_marinestart1.jpg</a>
<a href="http://planethalflife.com/awmaps/pics/veil_marinestart2.jpg" target="_blank">http://planethalflife.com/awmaps/pics/veil_marinestart2.jpg</a>
Take a look at those shots and note the double hangar bay doors that I've included. I think I almost like them the way they are, but something just feels a little off to me... Any suggestions on how to improve that area? Also, in the first pic, do the catwalks seem to add something to the scene, or are my polys better spent elsewhere (please don't comment on the fact that they're just floating there, I'm working on that. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> )
I'm at a loss of what to do with those doors... Part of me wants to leave it as-is, but part of me thinks it could be done better. Unfortunately, that part of me doesn't feel like sharing HOW to make it better. Arg.
<a href="http://planethalflife.com/awmaps/pics/veil_marinestart2.jpg" target="_blank">http://planethalflife.com/awmaps/pics/veil_marinestart2.jpg</a>
Take a look at those shots and note the double hangar bay doors that I've included. I think I almost like them the way they are, but something just feels a little off to me... Any suggestions on how to improve that area? Also, in the first pic, do the catwalks seem to add something to the scene, or are my polys better spent elsewhere (please don't comment on the fact that they're just floating there, I'm working on that. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> )
I'm at a loss of what to do with those doors... Part of me wants to leave it as-is, but part of me thinks it could be done better. Unfortunately, that part of me doesn't feel like sharing HOW to make it better. Arg.
Comments
As far as the rest of the room goes... My biggest complaint is how bare it looks. I know you need barrels o' space for all those spawn points and places to build things, but maybe there is something you could do to make it less "empty" feeling. I think the catwalk you mentioned looks like it heavily contributes to the style of the area, and I definately like it.
I think something that will help the area look a bit more lively and not empty is adding some nice detailed supports or something on the walls... The basic shape of the walls looks a bit off in such a big room.
And yes... I would definately add some dimmer and perhaps colored lights off to the sides there. You probably don't want to leave it bare of light over there... even if it isn't much, I think it would contribute a lot.
Overall, it looks like you've got a great start on the room, but it still looks like it needs work. Try to give it that "wow" factor that your overlook has... this is, afterall, the first room a lot of players are going to see.
The door area looks awesome, but I think the bigger, darker area needs a bit of spicing up.
<!--EDIT|ken20banks|Mar. 23 2002,00:36-->
I can't even see the catwalks you mentioned, too dark.
Looks considerably better in-game with the env_gamma active, but there's only so much I can do here. But we all know how that goes. Now, regarding the comments...
additional lighting --
No, I wasn't ever planning on leaving the room as dark as it is. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I'm still toying around with a few ideas; I'll see what comes out of it, though. I like the possibilities of some color on the sides; I think that could really add a lot to the area even as-is (not to say I'm leaving it as-is, mind you...)
empty, barren, etc. --
Well, I WAS only looking for comments on the airlock area itself, since that was bugging me a little bit -- I've got plenty of polys to work with at this point, there should be a hell of a lot more in here by the time I'm done. But hey, I'm not complaining; I show some work and you guys come back with critiques. Yay for that.
control panel --
this is NOT a personnel-operated entrance, heh... It's designed for small to mid-sized cargo and troop transports -- hardly something for which you'd want to be 'holding the door,' heh. If anything, there will be a control deck (perhaps accessible) that would be controlling the status of the doors. Speaking of the doors, with the airlock idea in mind, I really should probably extend that area to seem... more... yeah, natural... for the type of craft I mentioned. Too short in its current state.
I think the real question is -- can I figure out some way to get a mid-hangar vis-blocker of sorts that will let me cram in the kind of detail I really want, or will I have to continue to stretch myself thin? Hrmm... Well, not something to deal with now, as I'm about to fall asleep in my chair...
Thanks for the input.
I like the double doors v.nice touch.
You could also try brightening the spots by 50, or adding a few subtle texlights pointing at the floor so you dont get the bright face of the light, only it effect on the room.
Cos if they are itd be a bit difficult getting anything in or out because of the bottom door, stick a crane or hoist or something. Itll add a little detail.
I like the texture you used inside the airlock tho, dunno just do <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> not too keen on the size of that light tho.
I would remove that light and put a strip along the angled brush where the walls join the roof.
There actually were 3 bounces for that compile.
The problem is that the effect of the env_gamma entity doesn't register in screenshots, so areas that are actually fairly bright in-game come out considerably darker. Unfortunately, this area is still dark enough that the effect of brightening really doesn't do much good.
I'm working on it, though. If all goes well, I'll have updated lighting shots within an hour or two. I've got some ideas to go from now; only thing to do now is see what I can do with them.