Ns_andromeda

Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
<div class="IPBDescription">opinions. criticism. 25 percent done</div> Let me know what you think.
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Comments

  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Marine ready room area
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Reactor Access Junction
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Facilities access corridor.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    Looks like a good start. Try and break up those textures a little tho and add a little more detail.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Yep I plan to, Im trying to get the groundwork done, then Im going to go back and detail each room a lot more. I'd say those rooms in the pictures are between 60-70 percent done each.
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    Try to make the lightning betterl. Ready room is really dark and that corridor is too bright.
    Keep up the good work and dont forget the gameplay :=)
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Aware of both lighting issues. The corridor lights are not set correctly, they are too bright but I've been busy working on the rest of the level and keep forgetting. Marine spawn is almost how I want it, not quite bright enough, and the back area is much too dark.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    and you might want to break up the lighting too. contrast always looks good
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    Hehe, maybe it's just me, but did anyone else get techno music when the marine start pic loaded up? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    It's probably just the angle of the screenshot, but the spotlights combined with the phasegate particles gives that screeny a techno-dance hall feel. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Anyhoo, enough silliness for now...... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    Seriously though, I think it looks really good. I love that high curved ceiling, too. Makes my life as a skulk or lerk much easier. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Sycophant remember that statement about techno music in the marine start, because I already beat you to it. Its nothing out of character, but it adds to the ready room immeasurably.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    I take it back, there is no techno in the marine start. There is some music in the ready room but its not really techno its more of a "Lets get this game going" motif. And no it is not "Pump up the jam" i hate that song.
  • biofrogbiofrog Join Date: 2002-04-26 Member: 522Members
    Ooooo, i like the atrium.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The atrium could use some kind of circular fitting where the glass meets the ceiling. I suggets adding some trim brushes along the edges of the ramps and arouind the edge of the window. The walls could use some additional detail to break them up, even just a variation of texture would do the trick.

    The readyroom would benifit from trim along the raised area, ramp and window too.

    I like what you've doen with the rack mounted gear in the reactor access junction (i'm stealing that idea). I also like what you've done with the walkway. Agian the room would be improved by adding trim around the doorways and window.

    I don't like the big window in the facilities access corridor. That's a very large, single pane of glass. Unreaslistically so. Again no trim around the window. The half-life insignia texture looks really naff there (If you want an eagle insignia I'll make a custom texture for you).

    The marine start appears to be very open (hard to tell with all the gear in that shot). Add some cover please, it looks like 1 bilebomb could hit the whole room. The long walls appear to be a single brush each, please break them up and vary the texture a bit. The slope up to the platfrom looks too steep (may be camera angle). Again the naff half-life insignia.

    Keep up the good work.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Someone tell me how to do my own textures and I'll start doing it. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    their is no infection!! why don't u just use NS textures buddy.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    edited December 2002
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Get <a href='http://www.telefragged.com/wally/' target='_blank'>Wally</a> to create your own WAD files. And make bitmaps of your textures using a decent paint program like <a href='http://www.jasc.com/download_4.asp' target='_blank'>Paintshop Pro</a>? or Adobe Photoshop.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    <!--QuoteBegin--^Requiem^+Dec 11 2002, 07:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (^Requiem^ @ Dec 11 2002, 07:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Why do people **obscenity** about using other textures? If it looks good, I'm going to do it. Who cares if it was part of original half life or not.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    why? I don't **obscenity** out half-life textures, I use them, accept your use of them is very poor, they look ugly, and the map doesn't fit the feeling of NS... Its really THAT simple. (yes its harsh too, but i'm harsh on u guys and i want you to be harsh on me.)
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    edited December 2002
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    This can be a tough place... I got reamed for some of my first shots too. Just take it and use it constructively.... and tell bitmap that he needs some damned fish in those tanks.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    edited December 2002
  • ctxctx Join Date: 2002-11-02 Member: 4592Members
    Looks good, though they are right about maybe mixing up/using new textures. Also add some details to walls like more computers, special architecture etc.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    /points to the sign that says "Under Construction - Texturing far from finished"
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    edited December 2002
    [EDIT] Bah. I was editing this and you read it. I'm not getting my point across to you. I'll post below.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    edited December 2002
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    edited December 2002
    [EDIT] Looks like I got my point across after all.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    I came here for advice and opinions, not bickering, not pointless flaming. If you don't like something about my project then tell me and I'll take the advice into account while working further. Its very simple, no flaming or bickering even needs to enter into the equation.

    Having said that, I'm going to delete all my posts on this thread that do not SPECIFICALLY have to do with the topic. I hope others will do the same.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    - The spotlights in MS are cool... but it appears they're just beams, not actually light. I suggest adding some light_spots so that they actually emit light. Then get rid of some of that extra ambient light and throw in some more contrasting light.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Light spots dont look right, I already tried. The beams look better in game than in the screenshot, and what do you mean by contrasting lighting?
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