Screens

chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
edited December 2002 in Mapping Forum
Heres some screens (remember the gamma ramp goes off for screen shots, for those who care it is 1.5):

A corridor with a pipe
<a href='http://www.parkway-capital.com/steve/ns/ns_0020002.JPG' target='_blank'>http://www.parkway-capital.com/steve/ns/ns_0020002.JPG</a>
Hive and node
<a href='http://www.parkway-capital.com/steve/ns/ns_0020003.JPG' target='_blank'>http://www.parkway-capital.com/steve/ns/ns_0020003.JPG</a>
Hive's node
<a href='http://www.parkway-capital.com/steve/ns/ns_0020004.JPG' target='_blank'>http://www.parkway-capital.com/steve/ns/ns_0020004.JPG</a>
Red corridor (see the door in 'hive and node')
<a href='http://www.parkway-capital.com/steve/ns/ns_0020005.JPG' target='_blank'>http://www.parkway-capital.com/steve/ns/ns_0020005.JPG</a>
And of course the amazing ready room: <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
<a href='http://www.parkway-capital.com/steve/ns/ns_0020000.JPG' target='_blank'>http://www.parkway-capital.com/steve/ns/ns_0020000.JPG</a>
And I think...
<a href='http://www.parkway-capital.com/steve/ns/ns_0020006.JPG' target='_blank'>http://www.parkway-capital.com/steve/ns/ns_0020006.JPG</a>

Comments

  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    Damn dude.. I love the texture work on that ready room. Simple yet brilliant... boring yet ..... yet .... not boring.. hmm. I think if u broke up that wall with some spot lights and maybe a little particle effects t could be something special <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    edited December 2002
    That reminds me I'm yet to achieve particle affects although I do intend to have <s>some</s> lots
  • ctxctx Join Date: 2002-11-02 Member: 4592Members
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    hehe love it steve <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> Its got feel <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->, actauly you got some nice brushwork... though it still seems a bit empty...
  • kompokompo Join Date: 2002-11-07 Member: 7639Members
    looking good, especially the readyroom <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    The ready room is a charm, what he should do though is have the signs but switch them round so no-one has a clue which team they are joining.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    My only crit is in the last pic, the vent2 texture seems a bit overused. Just my thoughts, otherwise great looking map.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    I'm going to be doing something like that actually (What Mr.Ben said).

    As for the ready room there, it's my testing rr, it has all the ents I need to test.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    edited December 2002
    I have to agree with you. Let me think, the vent2 texture you refer to is used on the vertical struts, the top of the floor trim and the horizontal struts. I could try and take it out of the floor and horizontal areas, and post something of it then.

    And bitmap, I agree with this also, more so the hive room than the corridors. I will probably change that hive in time (or have been considering it) as it does seem devoid of purpose. We'll see, I do want to progress eventually. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    nice nice dark mood =)
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    More, the first two are to show size in marine terms

    <a href='http://www.parkway-capital.com/steve/ns/ns_0030000.JPG' target='_blank'>http://www.parkway-capital.com/steve/ns/ns_0030000.JPG</a>

    <a href='http://www.parkway-capital.com/steve/ns/ns_0030001.JPG' target='_blank'>http://www.parkway-capital.com/steve/ns/ns_0030001.JPG</a>

    <a href='http://www.parkway-capital.com/steve/ns/ns_0030002.JPG' target='_blank'>http://www.parkway-capital.com/steve/ns/ns_0030002.JPG</a>

    Known problem: The trn texture lighting is abit dodgy. I will try to make my own shader version.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    Yeah, you took the words outta my mouth with the texlights there... another thing you could do is just use a light entity, it might look WAY better because then the 'off' lights will get a little ambient light on them and make the 'on' lights look a little more... glowy.

    Also, what are those white rectangle things in the second and third pics? Pipes is my first guess... I suggest a better texture and using pentagonal/hexagonal brushes. Another thing I like to do with pipes is 'seals' where they touch the wall or whatever. That is, flat, round func_walls with a different texture so that a pipe doesn't just disappear into a wall or cieling, it looks built into it. Know what I mean?

    Keep up the good work.

    PS. Steve, I got teh IM. YGM. Doesn't really look like you need any help to me, though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Killer_ChalupaKiller_Chalupa Join Date: 2002-12-04 Member: 10444Members
    I have to say, that RR truly rivals anything that I've ever seen! Hell, I think it's better than the hera RR! Really!
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    hmmm *steals readyroom* *adds it to the aaatriggercube map* MASTERPIECE!!! back on the subject.. the map looks pretty cool, but the second pic looks like a blue eclipse.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    <!--QuoteBegin--evoL:ving:eviL+Dec 13 2002, 05:00 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (evoL:ving:eviL @ Dec 13 2002, 05:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yeah, you took the words outta my mouth with the texlights there... another thing you could do is just use a light entity, it might look WAY better because then the 'off' lights will get a little ambient light on them and make the 'on' lights look a little more... glowy.

    Also, what are those white rectangle things in the second and third pics? Pipes is my first guess... I suggest a better texture and using pentagonal/hexagonal brushes. Another thing I like to do with pipes is 'seals' where they touch the wall or whatever. That is, flat, round func_walls with a different texture so that a pipe doesn't just disappear into a wall or cieling, it looks built into it. Know what I mean?

    Keep up the good work.

    PS. Steve, I got teh IM. YGM. Doesn't really look like you need any help to me, though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Cheers.

    things:
    1 - YGM= ?

    2 - Will try that simple light ent thing

    3 - Yes pipes. They are 8*8 along so using octagonal pipes of that size would look messy, and double the pipes polys. They don't look bad in game I suppose.

    4 - Yeah, gotta have a uhm.. trim brush.. A flange (proper name).

    And again, what is YGM.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    edited December 2002
    lol.

    You've Got Mail

    Imagine you not knowing that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> ... imagine me not knowing what a flange is.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    More. Man I'm so tired I don't even know if this is good or not.

    <a href='http://www.parkway-capital.com/steve/map/nsimg/ns_0040000.JPG' target='_blank'>http://www.parkway-capital.com/steve/map/n.../ns_0040000.JPG</a>

    Okay so I KNOW that one is **obscenity**, but here follows a node room. The steps going to a flat wall will clearly lead to a door in time (no tonight though *yawn*).

    <a href='http://www.parkway-capital.com/steve/map/nsimg/ns_0040001.JPG' target='_blank'>http://www.parkway-capital.com/steve/map/n.../ns_0040001.JPG</a>
    <a href='http://www.parkway-capital.com/steve/map/nsimg/ns_0040002.JPG' target='_blank'>http://www.parkway-capital.com/steve/map/n.../ns_0040002.JPG</a>
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