Ns_veil landing bay

KungFuSquirrelKungFuSquirrel 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.

Comments

  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    That first pic has too much darkness. Perhaps some dim lights to the sides?
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks great. The doors themselves look perfect in my opinion.

    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-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Do you have control panels for that airlock?  The light looks too intense, try replacing that one big light with a couple of smaller ones.  Take a note out of Yamazaki's book, hazard stripes.  That thing looks (potentialy)hazardous to me.

    I can't even see the catwalks you mentioned, too dark.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Gamma seems too high, and the area is perhaps a little barron
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Yeah, I actually had to increase the gamma twice on that first shot...  <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo--> Apparently that still isn't enough. Doh.

    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.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Just as a little FAQ pimpage... if you have Photoshop, there's a formula to use for increasing gamma according to your env_gamma settings in the Mapping Forum FAQ.
  • The_ArtistThe_Artist Join Date: 2002-03-11 Member: 305Members
    Not bad. very dark in there. its a little plain looking i suppose there will be more in there l8er (counting my chickens beore they hatch eh)

    I like the double doors v.nice touch.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    I think rather than boosting the gamma making the map "seem" brighter and giving the hud a radioactive glow, try adding -bounce 3 to the hlrad options, make the light bounce a little, lighten things up.
    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.
  • UnCriticalUnCritical Join Date: 2002-01-25 Member: 73Members, Constellation
    Are the doors fully open in the shots, or do they open more?
    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.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    if the first shot is part of the loading/docking bay (which is what i understand) then you could probably add anything remotely block-like and it wouldnt be out of place. its too empty, like everyone said.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--n@rby+Mar. 23 2002,06<!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->2--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (n@rby @ Mar. 23 2002,06<!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->2)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I think rather than boosting the gamma making the map "seem" brighter and giving the hud a radioactive glow, try adding -bounce 3 to the hlrad options, make the light bounce a little, lighten things up.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    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.
Sign In or Register to comment.