Ns_hera holoroom

MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
<div class="IPBDescription">Proposed change</div>Just a small update...I'm redesigning the look of my holoroom.

This is what I have so far, and I'm aware that its very dark..I'm gonna fix that...but I've been awake for about 22 hours now and I need to sleep <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> In the meantime, feedback is greatly appreciated.

too dark and gothic, doesn't fit in? looks fine and I should improve apon it? thoughts....
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Comments

  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    I wouldn't say that's too dark. I like that look.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks wonderful. I can't say I like it better than the old version though. Kinda stuck between the two. This has a much more moody feeling to it, but the old version was just too plain cool to give up.

    No, I don't think it looks too dark either.
  • 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 agree with Mole, the lighting looks just fantastic! *Notices ceiling texture from other revamped area that got changed* - I like it here this time, it fits in well, even though it is a regular HL texture <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> The rest of the new texturing looks a lot better too, gives it more depth and feeling to the room.
    I am also assuming you will be making/getting a new hologram for the middle.
    Only complaint is the red lights look so strong, but give off so little light (eben though I like how much red lighting is given off).
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    i think its just the type of red, the pinkish-red light given off doenst seem to match the deep red of the light texture.

    its look really kool Merk, lighting is kinda good how it is, though may be a bit of a disadvantage for marines.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    I like it comp, but it really doesn't change the room much at all, its appearance is still quite the same, i say you almost revamp the entire ground and height incraments in it, i know you can do better <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->.  Also, change that floor texture! <!--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
    Um... no. I came back and had a second look at it, and no... this change isn't something I'd like to see happen. Considering where it is in relation to that nice new monitor room, I don't think it would fit in nicely here.

    It definitely looks cool, but yeah... not for here. Maybe I'd like it better with brighter lighting, dunno.

    But... If I were in your shoes, I'd go back to the original. Like, now. I bet this theme would look cool elsewhere in the level though.



    <!--EDIT|ken20banks|May 10 2002,23:16-->
  • Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
    i personally really love it, but that's probably just because it's soo much better than anything i can do right now... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I'm kind of finding myself agreeing with Ken.  I mean, this looks cool and all, but, I there's a lot better you could do.  I definitely prefered the room with a window, but I also like the perches up top, so you won't break your pinky waiting for to ambush.  <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->  I think it may be the harshness of the contrast in texturing between the new top and the bottom wall parts.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    too dark? how can it be bad with a little tension? you can still see the room clearly. the room itself on the other hand could look better i believe. those.. uhhm... things look to sprite-y... uuhh... and so on.

    < < < hope you can read that <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i think lightning is perfect. it looks really great, i love the ceiling part, very well done, now you deserve to sleep i bit!!  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    I'm siding with ken as well I think. It's too industrial looking. I'll tweak it about a bit, make it more 'pleasing'.

    It doesn't really fit in with the other looks for the main data areas of Hera.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Okay, here it is again with a few things tweaked. You'll notice its a lot brighter now, too
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    *much* improved. Nice!
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    I'm reluctant to put a skylight back in, because I really don't feel it feels *right*. The base is embedded in a cliff side, and it's hard to imagine having rooms with ceiling ports where any falling rocks might crash through it. Safety first!
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Looks great! My only concern is the beams look a little flat because you can't see the other side through the beam. Maybe make them 2-4 units thick and hollow so you can?
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Nice! I like the orange lights <i>much</i> better. Still can't say it's as nice looking as the old version, but you're definitely heading on the right track.

    Concerning the unrealisticness of having a window there.. it never once crossed my mind while in the level, but I guess I do see your point. If it were me, I wouldn't worry about that, but this new ceiling does look wonderfully detailed... You're still making it hard to choose. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    I can't remember if it was before, but the room looks very square right now. If that were somehow taken care of with wall supports or something, I bet the coolness factor would rise back up again. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Again, I'm not sure if it was squarish before, but it cerntainly didn't feel like it was. It does here. *shrugs*

    Anyway, while it looks great how it is now, I'd still side with the older version. Looking forward to seeing what you can do to persuade me in the other direction. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    -Edit- Ok, it's not so much the lack of a window that's getting at me... it's just the structure and texturing. It looked so... cool... before. The colors. This looks like something I'd see in the generator (elephant) room. It just doesn't fit. Orange is better than the red, but still...

    I really don't care if there is a window there or not, but the overall structure and texturing of the ceiling needs to be brought back as orignially designed here. At least that's how I feel about it.

    Not that I don't like this new ceiling... it looks just awesomely detailed... but put it somewhere else. Not here.



    <!--EDIT|ken20banks|May 11 2002,13:06-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Just out of pure curiosity, why did you change it in the first place? You could have easily just taken the window out without changing the appearance of the room.

    After you're finished with this new rendition, you might want to put up a poll asking people to vote between the two styles. Put up shots of both versions, side by side... and see what it more popular. You might also want to consider showing people -in screenshots- what areas are around here. Because the new version looks really kickin just by itself, but considering where it is in the level, I don't like it. You need to show people where this is in the level.

    And of course, regardless of what the popular opinion is... follow your instincts. Whether it'll make <i>me</i> happy or not. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->

    (It's hard for me to be "fighting" against this new version, because I REALLY like how it looks... but I honestly think it would be for the better if it were back as originally designed. We'll see, I guess. More shots!!!! Tweakage!!! )



    <!--EDIT|ken20banks|May 11 2002,14:25-->
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    okay well I tweaked it a bit again. I've gotten rid of the room under the walkway, as I really didn't like it that much. The floorpanels are now pulled up to reveal an emergency resource node underneath, and the hologram is above now (as you can see) with a temporary 3D model of the hera logo.
    I changed the area because I really wasn't happy with the architecture in there before. It was far too...simplistic.

    I tend to work on instinct pretty much most of the time. If I don't like an area, I scrap it, then rebuild it. It pretty much ALWAYS gives an improvement. I think the reason is that when I originally build these rooms, I really struggle to think of what to do instead of just letting my mind guide me, so it ends up looking worse than it should.

    Need some examples? Hera outdoors start, the data processing room with the walkways, this room I'm doing now, the marine start, maintence, etc.

    Rooms I'm happy with and have been since the beginning: The area with the circular computer hubs, all the hive rooms, the hera entrance room (the original was just temporary anyway), my hanger room, and so on.

    Anyway, here we go:
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    3rd pic is the best by far... though the blue/greeness from the monitors seems to contrast (because of the abrupt line cut by the doorways) too much with the wall texture- from this angle, there is yellow/brown of the walls in the room on the doors, and then right next to it blue/green from the monitors in the hallway- just a little too much contrast in color schemes- perhaps a white or black border around the doorways will help soften that.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Merkaba+May 11 2002,15:51--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Merkaba @ May 11 2002,15:51)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I tend to work on instinct pretty much most of the time. If I don't like an area, I scrap it, then rebuild it. It pretty much ALWAYS gives an improvement.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Oh, I definitely know what you mean there. It is always for the better. I'm doing that right now, myself.

    But I'm going to cross my arms and say "No" to this.

    Sorry... I know how it can be frustrating to hear stuff like this after working your ### off to make it better... but I think this looks a hell of a lot more simplistic than the previous version. Especially after taking that holo thing off the floor.

    Just my opinion, take it for that.

    I like this, but not as much. Oh well, you can't please everyone... and in no way would this "ruin" the area... It's just not as nice looking as before in my opinion. Then again, you aren't done yet, so...

    *shrugs*

    I'm not going to argue though...

    I'll just finish off by saying that the old shot of the room at rr.org made me say "Wow."

    I can't say this has the same effect on me.

    Sorry <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->



    <!--EDIT|ken20banks|May 11 2002,18:50-->
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    i really loved the old version of it, i do like the roof of the new versions... but all of the modifications really make the room feel somewhat useless...
    the planet hologram was SOOO freaking cool.  the new things just arent that impressive.  what is the function of a logo projected in a computer room?  it looks as if its a place for monitoring large amounts of data (presumably spaceship navigation and such).  command areas are always cluttered and full of stuff, taking out the middle bit makes it look really empty. i also enjoyed the under the walkway room, more for gameplay than asthetic reasons.

    as for suggestions as to what might look good.  maybe darken it down a bit and add some large screens to the walls, spacemaps or something that staff working at terminals could glance up at to check the overall status of whatever it is they are monitoring.  if most of the light in the room was from the screens it would likely change the ambience in an interesting way (knowing you magic touch with lights).  and please keep that globe hologram in... it was too cool to remove
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    Well...the newer versions are good,i prefear to the old,i think is more beautiful the texturing,but i don't like that much the last build, i prefear the 1 imediately before...the orange lights are perfect, i would change the main light, returning on the texture of the starting post.
    I've understood that the hera logo is temporanary,so i don't mind to it...WHAT IS REALLY COOL ISN'T the world or the logo, but A 3D PLANIMETRY OF HERA rotating in the middle.

    I stay with Ken, everything will look better with a ground projector. I also would change the central column, the one from the ceiling: i would do more regular but composed of 2 brushes,think of the periscope of a submarine, when the commander( <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> )pull it down to watch the world out there...would be cool a first brush metal textured and a 2nd one textured like if the material is metal but made up of lots of small patches, with some patches off,showing wires inside...who could also improve with a pair of cascading wires from the ceiling or best, a pair of wires on the sides of the "periscope"(i'm explaining imaging like if u changed the "column" in my "periscope")in your tower-computers rooms,i mean those computers that have make the history and everyone is copying now <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    -edit-if u're really interested in my opinion but can't understand my explanation,i can try to sketch it,scan and post in next 2-3 days
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    I like the first 2 screens you showed, but this one just doesnt look that great imo.
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    I know that nobody listens to me, but for the record, I like the new look. The ceiling area is sweet. Don't get me wrong, I really liked the old room too, but it seemed kinda cluttered.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Ok, I just had another look at the old room. Put some detailed supports on the walls, slap the holo back on the floor, and I'll be delighted. Don't, and I'll be happy. This is good. Definitely an improvement. I was refering to that OLD old version on rr.org. This definitely is better than what is there now.

    Just took some getting used to or something...

    Kickage!!
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Nitpick that I've also seen in a few other maps... Generally, when a railing heads down an incline, the support beams *remain vertical* - not perpendicular to the railing, as you have them.  It just doesn't look quite right.  If it's too much trouble, I'll live... but if not, I think it'll make the room better aesthetically.

    I also wonder why the room would have a hologram so high up... what exactly is this room for?  My own impulse would be to extend the hologram light shaft as a vertical column (rather than a cone) all the way to the floor, and project the hologram in the center of the space.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    last screen looks s-w-e-e-t! only the hologram looks a bit weird. like some kind of commander icon or something. maybe you should put it on the floor instead. and perhaps the rsn in a new room halfway up the walkway?

    ...but i guess that i just dunno. /velvet underground
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    like I said, the 3D model is temporary. There will be a "network currently offline" kind of message which is displayed around it.

    There is no way in hell I am going to use the HL model for the finished map. Foot down <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • DruBoDruBo Back In Beige Join Date: 2002-02-06 Member: 172Members, NS1 Playtester
    <!--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-->...but i guess that i just dunno. /velvet underground
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    John Cale's daughter is in my class.

    <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I liked the old side room with the resource node, weldable and vent.  Building on that resource node would be too vulnerable.
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