Ns_elysium service area

KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
<div class="IPBDescription">The continued evolution of elysium...</div>I can never quite get the right recreation of my gamma. However, here is...
The first node, and a number of old computers piled up and ready for repair or scavenging.

Comments

  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    And the service hangar door, an engine being overhauled, and a temporary crate.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks great, but the one thing I'd think about working on is adding some colored light in there to break up the "whiteness" of it. I don't really like the sight of all one colored light in a room. I bet a blue would go great in here. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->


    -Edit- Second shot wasn't up when I posted... my bad, the red looks sweet. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->



    <!--EDIT|ken20banks|April 02 2002,22:36-->
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Oh - about crates. I know I veheminantly defended their use in the channel, but I'm starting to have a change of heart. As I worked on this room, I found I couldn't bring myself to strew crates randomly about the place.  <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo--> Go figure.

    So I'm putting the time into more content-filled gameplay/LOS modifiers. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Oh, and thanks Plaguebearer, Ken, Behrooz, and others! I may have to post a pic of my last attempt at a map just to show you guys just how much you've been a help!

    Having you guys around to pester is greatly appreciated!
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I really like the overall light level you have here.  It's bright, yet dark.  It's also quite colorful.  Just the way I like it.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    Looks real good, I think you hit the gamma setting just right.  However, I think it is a bit too open.  Perhaps adding some more details would help.
  • F4WNF4WN Join Date: 2002-04-01 Member: 372Members
    It looks nice, but the textures need some work. The smoke coming from the damaged floor just doesn't look right. I like the atmosphere, but I think you should tone down the lights and make it all pretty dark, instead of half bright and half dark. I recommend adding more lights, just not having them turned on (or broken, if that's the feel of your map). It seems like there's no buttons or locks on the doors, which I think you should add. By the way, what are you planning on putting in the green "tank"? I could give you some suggestions for that if you haven't already picked something. And like Cremator said, it seems too open. The fear factor is totally taken away when you have a large area of movement.

    Some more detail wouldn't hurt along with some tiling also.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    If you're going to have a resource nozzle there, you should definitely throw in a lot of cover and break up the architecture, esp. the floor.  You could depress that grated part of the floor, for one thing.  At least add some detail that separates it from the other floor texture.  That door texture at the back in the second pic seems out of place.  Even at that distance, its level of sharpness as far as detail is too contrasting with the other textures around it.  The cieling structure you have now (2nd pic) might also be a bit hard on the wallclimbers.  I don't like that the command center is in the same room as the resource nozzle. (I think that's the case.  I might be mistaken.)  I don't know why, but it just seems too easy for the marines.  Lighting is good for near the marine start.  I am a bit confused as to what's going on in the back of the first pic though.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--F4WN+April 02 2002,23:48--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (F4WN @ April 02 2002,23:48)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->The smoke coming from the damaged floor just doesn't look right. I like the atmosphere, but I think you should tone down the lights and make it all pretty dark, instead of half bright and half dark.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Hehe, first off, I think the you have the resource nozzle confused with a broken floor... They always look like that.

    Secondly, I'm not so sure I would go with making it entirely darkened.. this is near his marine spawn, and you don't want to get too dark around there. (I shouldn't be talking)

    The focus for lighting here is on contrast, not darkness. They come hand in hand though. You get lots of darkness with lots of contrast. But a room fully dark is no better then a room fully bright. (theoratically... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> )

    Personally, I think the way he has it half dark / half bright works out perfectly, and adds wonderfully to the contrast issue.



    <!--EDIT|ken20banks|April 03 2002,00:44-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    And since no one has mentioned it yet (I even ran a search on the page juuuuust to make sure ken)... If you have Photoshop, there's a formula in the Mapping Forum for getting the gamma settings just right in screenshots.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Hmm, thanks for your comments, everyone! It's all a matter of perspective, and I need yours.

    That being sincerely said, I'm going to discuss some of the thing you guys brought up. If I sound like I disagree, don't take it personally and don't make too much out of it. I try to challenge ideas, not necessarily people.

    Cremator:
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Looks real good, I think you hit the gamma setting just right.  However, I think it is a bit too open.  Perhaps adding some more details would help.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Yes. I have a little space tug in mind, it'll be parked off to the left in the 2nd shot. Maybe 2 if they are not too brush-heavy. (I consider that cosmetic tho'. I'm trying to focus on strategic map elements right now.)
    I'd like to see more in the first shot, but I can't think up what it'd be. I know those calls are hard to make from screenshots, but I'd like to hear any ideas you guys have.

    F4WN:
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I recommend adding more lights, just not having them turned on (or broken, if that's the feel of your map).<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Yep, that is my plan. And I really have no excuse other than I'm kinda in "big brush" mode. Those are all on the growing list of cosmetic items I'll get in a future detail pass. Thanks for mentioning them, since as often as I forget to add them I was wondering if anyone would notice.

    Greedo:
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->you should definitely throw in a lot of cover and break up the architecture<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Well... yes. Er, I think so. Wait... No. Definatly no. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Where I have not played the game, I'm really guessing at some stuff. This room is taking a long time becuase I'm battling with exactly what you're suggesting.

    And basically, the conclusion I came to is this: This is the first resource node the Marines get. If I give good cover here, I encourage them to turtle up right here. And secondly, the benefit of open space goes to the guys with the most ranged firepower. As I understand it, those guys are the Marines.

    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin--> The cieling structure you have now (2nd pic) might also be a bit hard on the wallclimbers.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Yeah. I want to see Level 5s bringing the assault to the Marines door, not the pesky lil wallclimbers. That and I plan to give the wallclimbers their own places to play - this just isn't one of them.

    Oh, and who says those I-beams are all bad for wallclimbers? There is a <b>lot</b> of ceiling to traverse, and without some cover...  Ouch! Admittedly, I have not played with wallclimbing at all. It could be after I do I'll make taper off those I-beams a lil.

    My biggest issue as I map is balancing between Concept, Cosmetics, and Functionality. Where this is my first map that successfully compiles with over four rooms, I have a lot of questions I'm asking as I go. I'm feeding off what I hear from you both here and in the channel and trying to fill that void in my experience.

    And so I look forward to hearing from all of you.

    KT
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Just a quick note: Wallclimbing is very possible to do in NSTR2. Set it up so you can join an alien team, enable cheats, and press F2. Assuming you have an info_teamstart set as team2, you'll be in the shoes of a featurless level1 alien. Press and hold ctrl to climb walls.

    As far as detail for in the first shot... Hard to say. Crates. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->

    Usually all it takes is to fancy up a wall or two... add some pillars or supports... cables... crates nearby ( <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> )...

    But really, working with the walls really does help in most cases if you cant find anything to throw on the floor.



    <!--EDIT|ken20banks|April 03 2002,02:05-->
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Much better! Moleculor, you're a genius!
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Lol, Killtoy! Both Molec and I mentioned that formula back in your other post... You even said you'd look it up. Hehehe  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    Great shot though. I do see the difference. Very detailed feeling from the lighting.



    <!--EDIT|ken20banks|April 03 2002,02:30-->
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    I recall being told. I guess I was too preoccupied with other stuff (like getting the ligthing right in the first place.) Now that I'm getting results I like, I needed to hunt down the formula.

    You wanna know? I tried brightness, contrast, even modifying each individual color channel to get the right look.  (Killtoy shakes his head in embarrasment.)
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Leaving the service area...

    Lemme know what you guys think. I'm not really satisfied with it, but I can't say anything strikes me as being off.

    Mostly I'm just droping another little bit of candy for ya. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    OMG IS TEH COOL ALIENS COME AND IROOOROAOROOO OAND OTMGLK!
    A couple questions:
    What's that big blue thing?
    Shouldn't their be rails on that ramp? Someone could hurt themselves.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    The blue thing is a very large tank for holding Xenon, the popular fuel for spacecraft propelled with an Ion Drive.

    A good example will be the little Space Tugs that I plan to put in the adjacent room. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    As for the railings on the ramp... I debated that. If I put a railing up, should I lose the little red lights?
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    ummm, Xenon is a noble gas and therefore relatively inert.  although it does have a cool name, i dont think it would be appropriate as a fuel source.  However, if you added some crazy prefix like "Divalently catalyzed Xenon" then it would sound so technical no one would even ask if it could exist, yet alone be a fuel  ~:)
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Oh?

    "The NASA Solar Electric Propulsion Technology Application Readiness program began in the early 1990s as a partnership between JPL and NASA's Glenn Research Center, Cleveland, OH, to develop <i>xenon</i> ion engines for deep space missions. In June 1996, a prototype engine built by the Glenn center began a long- duration test in a vacuum chamber at JPL simulating the conditions of outer space."

    <a href="http://www.jpl.nasa.gov/releases/99/discoverawards.html" target="_blank">Source.</a> (Italics added.)

    As for the tanks, anything will do. I just picked something I thought sounded "fuely" when asked the question. They aren't labeled.   ...yet. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Oh... look! Nifty!
    (I know, I'm a jerk&#33<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    ok, i was very wrong ~:)
    next time i'll do my research before saying something that doesnt relate to biology ~;)

    <a href="http://nmp.jpl.nasa.gov/ds1/tech/ionpropfaq.html" target="_blank">more info on ion engines and xenon</a>
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