New Ns_odlers Screenies

HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
<div class="IPBDescription">To satisfy the urge to post</div> Just some new picks of the architecture and lighting of and around the marine spawn...It contains the new revamped round room that many were so fond of ... the old room had huge building issues (that is - commander could build up on-top of the glass but no where near the ground..
but anyways...pictures speak volumes...

1/10
«1

Comments

  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    If it looks a bit dark - turn up your brightness cause it is fine in game.. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    2/10
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    edited December 2002
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    edited December 2002
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    10/10 .... that's it.... any comments or suggestions from anyone (besides Angel) would be appreciated...
  • MuntyMunty Join Date: 2002-11-01 Member: 2972Members, Constellation
    edited December 2002
    Looks nice, but mabey in picture 5 have the path turn and lead to the main frame access?
    Oh and in picture 1 the light seems a bit to close to the resource point. Mabey reduce the amount it hangs down by?
  • Psycho-Kinetic_Hyper-GeekPsycho-Kinetic_Hyper-Geek Join Date: 2002-11-18 Member: 9243Banned, Constellation
    The station mainframe access really doesnt seem like anything more than a broom closet. More tech textures and maybe some protrusions and perhaps a nice blue light would vastly improve it IMO.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited December 2002
    Marine start comments

    Same texture floor and ceiling. No ladder up to the resource node? (or did I just miss it?). The ceiling seemed rather bland, maybe some trim around the edges would make it more interesting. Some trim around the window would be more realistic too. That window does look too large for a single sheet of glass.
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    <b>chrome</b>, yeah, I guess it was intentionally same floor and ceiling in marine spawn...cause I think skulks need to be a little confused now and then <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> ... hrmmm...a bit of trim might help i guess...

    <b>Psycho</b> I'll see what I can do in that respect <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    <b>Munty</b> : Yeah, a turning path might be good - I'll have to look to see if textures accomodate it... and I'll definately reduce the light height length thingy..
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    It might be worth investing in a custom texture for those lovely curvey doorframes.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Am I correct in assuming that these pictures are not gamma corrected? Because if they are gamma corrected, the lighting seems somewhat bland. If they aren't gamma corrected, though, the lighting should look quite nice in-game.

    I must say that shot 3 looks rather impressive. The marine start could use some variation either in the floor or the cieling, perhaps, as both of them are quite flat. Crates or girders or something, I dunno.

    And it would be a good idea to allow the marines to get up to that resource node in their base, in case they need to replace it.
  • Killer_Chalupa1Killer_Chalupa1 Join Date: 2002-10-10 Member: 1468Members
    The first five pics kinda remind me of JK2: Outcast. Looks cool hans!
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Chrome - this is the fixed up marine spawn...is this a little better??

    The first image is the original spawn and the second, attached one is the new version..

    <img src='http://www.unknownworlds.com/forums/uploads/post-4-1040168240.jpg' border='0' alt='user posted image'>
  • travtrav Join Date: 2002-11-06 Member: 7417Members
    floor is remarkably clear still, looks like a nice map, can you post one of overhead from commander view?

    and has it been playtested? is that cc room hard to defend or ok?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Better Hanz, but still a little bare. What does the other end of the room look like?
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Chrome, only reason I made it a little bare is cause it is hard enough for marines to defend themselves anywhere in a map and I figure that their spawn should be easiest to defend... any more clutter and it would be a field day for skulks...
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Nothing to hide your buildings behind in case of acid rockets and spikes either. That's why I like to put some cover in my marne starts (learned this from the early versions of 11th hour). All the offical maps have more cover than you are showing there.
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Hanz what yu could do is like you have done with the resource node. Stick bits of floor on higher levels. I have done this on my marine spawn and I must say it looks alot better than being flat. (Screenshots on forums under Ns_Wraith if you wanna take a peek on what I mean.) And if you make little minis layers, for godsake make them stylish and not all square <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    chrome, I see your point...still though, ns_caged comes to mind...

    Angel, you could be the greatest mapper in the world...but I have no respect for you... you might as well not post in my threads
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    there needs to be some way of getting to that R tower, otherwise skulks will be able to hide behind it and munch away while the marines can't do anything...

    and once it's gone they won't be able to rebuild until they either boost up there or get jetpacks (if they don't have any teamwork <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->)
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--QuoteBegin--[watch.me.die]+Dec 20 2002, 06:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([watch.me.die] @ Dec 20 2002, 06:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->there needs to be some way of getting to that R tower, otherwise skulks will be able to hide behind it and munch away while the marines can't do anything...

    and once it's gone they won't be able to rebuild until they either boost up there or get jetpacks (if they don't have any teamwork <!--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-->
    Hanz has added a ladder. You can see it in the revised picture if you look closely.
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Chrome, is this more to your liking <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    another angle of the other end
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    That's actually a lot better looking. Still simple, and easy to defend, but now much more visually appetizing than before.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Much better Hanz. However, seeing it from that point of view makes the room look much smaller than I thought it was.

    I would imagine that the commander would try and place all the vital stuff in the nooks either side of the new platform to give them cover from the doorway. Somehow I don't think this is what you had in mind, so you might want to extend it the full lenth of the wall.
Sign In or Register to comment.