What does this hall need?

soldiersoldier Join Date: 2002-01-25 Member: 63Members
I'm stumped.  I'm not to happy with the red squares on the ceiling but they are staying.  This hall runs between a Power Generator Room and Craft Maintainance Repair Bay.  So can ya give me ideas other than cable lines?
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Comments

  • soldiersoldier Join Date: 2002-01-25 Member: 63Members
    heading around the corner
  • LazarusLazarus Join Date: 2002-01-28 Member: 122Members, Constellation, Reinforced - Gold
    hole in the wall after some big explosion, blinking lights, more dark, dirt? I dont know, you have probably thought about these ideas.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    another floor texture, cuz it's bad the way it loosk in that second pic, make it a bit darker, some steam, and flowers! Boy flowers can brighten up a room <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    What does it need?

    Add some white light running down the walls and I guaruntee you it will look more detailed. I mean just a simple texture light pushed right up against the wall and facing the floor. You just need something to break up the constant blue.

    Tip - Set the brightness of the white light texture to a nice and bright setting, and rather then lowering it when you find it to be too much, make the brush it's on narrower. Repeat this process until you get a nice bright pool of light on the wall against the blueness. (In other words, you don't want the white light to wash out the blue... but decreasing the actual brightness of it will only make it pale and ugly.)

    Hope that makes sense.... Erm.. It doesnt look like it.

    Ok, here's an example:
    You place a 32x64 brush with the light texture on it up against the wall with the light facing down. You compile and find the white totally overtook your hallway, and it looks really ugly. Rather then lowering the brightness of the white light in your .rad file, resize the brush to 16x64. If this still is too much, reduce to 8x64.

    Overall, what would look best is a bright sploch of white light against the blue surroundings. Not pale white hints scattered.

    THAT should make sense... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    Other than that, It looks really great! I really dig those red squares.



    <!--EDIT|ken20banks|Mar. 26 2002,13:59-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Using the same texture for the columns and wall doesn't look very good, try changing the texture there.

    Add some uplighting from the floor, it looks dark down there.

    Try adding a mock door or two, make you map look larger that it actually is.

    Posters, crates/cover, vents leaking gasses, monitor screens, sign posts, trash cans, spare parts for the ships or generators.  Not all these, just one ot two.
  • soldiersoldier Join Date: 2002-01-25 Member: 63Members
    I think I like the new look.  Give me some input on what you thank.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    While it's not quite what I was talking about with the white lights, I would have to say that this one is much nicer looking. Much more detailed looking.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    it needs blood all over the walls... both marine and alien... so it looks like its been through some battles
  • UnCriticalUnCritical Join Date: 2002-01-25 Member: 73Members, Constellation
    The lighting isnt as good, but the geometry is much better. Same with the textures.
    The lighting is too plain and bland, needs more shadows.
    Take Kens suggestion with the bright spotlights.
  • Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
    maybe put lights in the little groove in the center of the top of those support frames, and have light beams coming down from them, and don't forget the light_spots that go so well with the beams <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    looks good add some func illusionarys so it looks ligh light is streaming trhough the roof.. or sumthin i donno
  • soldiersoldier Join Date: 2002-01-25 Member: 63Members
    Well I am done with this hall.  Dont want the r_speeds to get to high. Of course, it could change a bit later on in development.
  • Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
    very nice, i love it <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks great. Very nice!
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    FANTASTIC! (see fear and loathing in las vegas)
    the first shots looked like toyland or something.

    what you can accomplish with the right textures!
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    it could be better though <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    I just noticed the arch didn't look perfect. I said it before and i'll say it again: make your own texture. it'll snap on there like a glove.

    keep up the good work!
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Well done, you took advice from everyone <i>and</i> made it work.  Still needs more cover for the aliens I think.
  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    What does this hall need? A room at the end of it <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Im sick of hallways!
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    sweet, that thing is dripping in atmoshpere. and some of those custom soundy things and yer all set  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • soldiersoldier Join Date: 2002-01-25 Member: 63Members
    I got some pretty good tips for my hallway so I figured I'd try and get some more for the following room.  This is my version of a power generator room.  I plan to and some eletric archs and all after the basic structure is done.  So throw some ideas my way:
  • soldiersoldier Join Date: 2002-01-25 Member: 63Members
  • soldiersoldier Join Date: 2002-01-25 Member: 63Members
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Oh my.  This is a completely different style.  The textures in this room will contrast very harshly with the textures in the hallway.  I think that a more cohesive style would definitely benefit your map.  Unless, of course, you'll have some sort of semi-gradual blend in the style betweent hese two rooms.

    Enough of that.  Now, one thing that I think would work really great in a room of this height would be, instead of ladders, to put in an elevator in one of the corners.  It would definitely have a much greater "tension building" factor than a ladder, and it would also lead more towards the shared experience.  I could use some more lighting contrast.  There doesn't seem to be any real reason for as much light to be on the cieling as there is, as no lights point up.  And I think 3 rows of that vent texture on the side might be a bit excessive.  And also, is there a reason to go to that lower level?  Like, are there connecting paths down there?  Or a resource nozzle would be really cool in this room, I think.

    I like the light boxes.  I like the big grating over the power generator.  I like the overall feel of this room.  Great work.
  • 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
    I must agree with Greedo, the 5 lines of vent textures and 3 lines of it are bot the best choice, and as people lways say "lighting, contrast, lighting, contrast"! <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    I like the spotlights with the actual light coming out, looks nice and the theme in this room is great, but make sure it fits in with the rest of your level.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    This looks really great.

    -I love the natural look of the skyboxes, and what they do to the room.

    -I think Greedo has a really nice idea about the elevator. The ladders look cool, but there's nothing wrong with a shared experience here and there... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    -My main gripe with the area is the lighting:

    1. The whole thing looks a bit too bright to me. If there were some nice shadows here and there, I bet it would look really good.

    2. The red in that short little hall is a bit to harsh if you ask me. Try mellowing it out with some tones of white in there or something.

    -Another thing I don't particularily care for is how plain the upper level looks compared to the rest. Don't have any suggestions on hand about that.

    Overall, Great job!
  • soldiersoldier Join Date: 2002-01-25 Member: 63Members
    couple of update shots.  Also I am going to add Greedo's suggestion (i.e. the elevator).
  • soldiersoldier Join Date: 2002-01-25 Member: 63Members
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    this looks much better, it now looks as the same place as those corridors to me...
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Hate to say it, but I liked the other version better. What seems to have changed here is less detailed texturing and a steady blue rather then steady white.

    Can't please everyone though...
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    but ken, thats why you are a mapper and im not...
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