Freon-a-thon
nrby
Join Date: 2002-03-05 Member: 270Members
<div class="IPBDescription">Sorry to those on 56k, 27 images</div>Here's an update on freon, many images - some you have seen before some you havn't all are updated in some way. As usual its not quite final, the orange lights for example have no glow sprites etc yet.
Since last update the following has been changed:
-5 new height changes
-r_speeds fixes
-new tex
-new sky
-LOT's of new details etc
-Vents added
-New hive
-New particle systems
-Ambient sounds changed
-added 2 new hive routes
-lighting tweaked and varied
-added more bob hole and dark spots
-fixed commander mode height
-fixed func_seethough issues
Here they are, 90% models and 90% clipnodes so i'm nearly done <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Thanks to Yamakazi and Chalapumonk for the new textures.
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40000.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40001.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40003.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40005.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40007.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40009.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40012.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40013.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40015.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40017.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40018.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40019.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40020.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40021.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40022.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40023.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40024.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40025.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40026.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40028.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40030.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40032.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40033.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40035.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40036.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40042.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40043.jpg" border="0">
Since last update the following has been changed:
-5 new height changes
-r_speeds fixes
-new tex
-new sky
-LOT's of new details etc
-Vents added
-New hive
-New particle systems
-Ambient sounds changed
-added 2 new hive routes
-lighting tweaked and varied
-added more bob hole and dark spots
-fixed commander mode height
-fixed func_seethough issues
Here they are, 90% models and 90% clipnodes so i'm nearly done <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Thanks to Yamakazi and Chalapumonk for the new textures.
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40000.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40001.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40003.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40005.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40007.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40009.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40012.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40013.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40015.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40017.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40018.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40019.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40020.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40021.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40022.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40023.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40024.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40025.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40026.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40028.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40030.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40032.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40033.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40035.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40036.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40042.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_freon40043.jpg" border="0">
Comments
SWEET BAJESUS
on a side note, do you ever stop mapping <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
And yes, those shots are absolutely amazing! I'm afraid I can't give you any constructive critisism, it might only make the map worse
That big, bright, blue strip in the readyroom. It's big, and bright, and blue, yet the lighting in the room isn't?
Your crate placement in the last shot seems far too boxy and boring. I don't know. If it's possible, maybe you could angle a few.
Umm, yeah. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Also, the big door in the first pic will be open and exposed to the sky (with a forcefield of some sort)
he works fast
its looking very nice, i still think some bits of it look a little too concretey, but that might just be the compression and resizing of the shot, good job.
My thoughts:
- The blue thing in the ready room seems a bit big and not very pretty. I'm not sure what it is either (which is OK) but in that case, I'd expect that it would be a big super-cool looking machine thing instead of a big kind of boring thing. Could just be me though.
- Your r_speeds must be pretty good around here. I think I'd like to see some more detail, if possible. I know you're close to hitting all your limits (join the club), but some of those areas just seem a bit straight and narrow.
- The hive areas look a bit like the non-hive parts of the map, but just with infested textures. I'd love to see knocked over stuff, broken stuff, falling apart stuff and generally stuff moving towards entropy under the changing influence of the alien growth.
- One thing that I think would really help is if you had more floor/bottom lighting. That's a great sci-fi thing, and I think you have mostly the warehouse-styled cones-of-light-from-the-ceiling. What do you think?
Looking good, I'm looking forward to seeing how it plays!
The 10% clipnode i have remaining are for this purpose (the hives) and the few areas that remain to be completed.
I see your point about the NS textures, but it's a shame to waste Yama's effort he put into making them, not to mention the fact both bast and hera use the standard WAD, as well as most of the new maps in progress. A little diversity wouldn't hurt?
I agree about the lighting, yes it is a little warehousy but i inteded it to be functional , we'll see how the limits go and i may (well i know i will) go back later on and redo entire sections. The map has been through so many changes its fragmented to hell and back which may account for the higher than expected r_speeds in some areas.
Thanks for the feedback.
I can't say the same for some of the others though. Like the areas with the sky showing or that hive area up near the top of the list. Just seems so basic. Nothing really dramatic or exciting about those. That probably isn't very helpful for you, but... you know how that goes.
Are these areas just not finished? I think what would help the "less appealing" areas out is some more dramatic and less grey texturing.
-Edit- Ugh, your post wasn't there when I began to write this. Ignore irrelevant comments then.
<!--EDIT|ken20banks|May 13 2002,20:43-->
-In the first and fourth pics there is infestation on the floor but there appears to be no infestation on the cylinderical things coming out of the floor. (1st: Pipes 2nd: Pylon thingi) looks a bit weird. You could put a func_wall going from floor level to the cylinders and put a infestation "web" texture on it with 255 blue and make it transparent. To create the illusion that the infestation ad bridged the gap but had not yet infested the cylinder. That was a bit messy but I hope you got the idea.
-I love the green gratings on the right in the long corridores, very spooky.
-All the airlocks look great, can the marines close them in order to delay the aliens for a short time in the event of a retreat? You could use a func_train to make them close quickly but open slowly to give the marines a chance to run away.
-Number 21 looks very marine-friendly, well lit and furutristic looking, a fine place for a CC (secondary?) or marine spawn.
-Number 25, the readyroom. The big blue thing in the middle looks a bit like a malfunctioning LCD display or somthing like that. Maby you could animate it and have it flicker every so often.
Thats all I can think of at the moment. You have between 2 and 16 weeks to finish it!
--Scythe--
<a href="mailto:the_only_scythe@subdimension.com">the_only_scythe@subdimension.com</a>
<b>IN CREDIBLE</b> -> <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
I love the way you've made the ceilings, the lighting, etc.. all!!!!!!!!!
Just a few nitpicks. Firstly, it doesn't look as though you adjusted the contrast levels in your pictures, (To simulate the env_gamma effect) so the map looks very dark and plain compared to what it would in HL. (I refuse to play Hera without my env_gamma set to 1.6 now. It looks so dire without it.)
Secondly, I'm not noticing a lot of height changes in those pics. Mostly, the rooms seems to be 1-level with no interesting descents or ascents. I realise that we can't have anything too extreme with the height differences, but raised platforms, pits with computer consoles at the sides, anything which develops the map on the Z level (and not just detail either, so the player can actually experience the height changes) is welcome.
If I'm wrong about this then I apologise - I'm only going from what you've shown in those pics.
All in all though, great stuff :) What's the alien vent situation like?
thanks for all the feedback!
<!--EDIT|MonsieurEvil|May 14 2002,12:27-->
<img src="http://csnation.counter-strike.net/barney/personal/ptest0018.jpg" border="0">
Pardon my stupidity, if I sound stupid that is.
In sci-fi, you can rationalize anything, so long as it sounds scientific.
Immense, dude. You've quite clearly beeen doing loadsa work.
-Insane