Ttro strikes back

bluemanblueman Join Date: 2002-04-09 Member: 399Members
<div class="IPBDescription">Oh yes!</div>after some time resolving some problems here are some shots of the central part of the map (turbines and such)

<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_turb0000.jpg" border="0">

<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_turb0001.jpg" border="0">

<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_turb0002.jpg" border="0">

some feedback?

Comments

  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I like it!  The lighting scheme is great, and different from anything else we've (read: I've) seen.  Cool!
  • Right_Behind_YouRight_Behind_You Join Date: 2002-04-23 Member: 501Members
    what is the fps in that area?
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    What does Blueman's frames per second have to do with anything?

    As for the pics, I can't really make out any details due to the lack of any concentrated light, so I won't comment.
  • SmokeMastaSmokeMasta Join Date: 2002-04-13 Member: 430Members
    those r exelent pics
    /me like it
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    I'l have to agree with Yam here. Although it looks as though it could be architectually interesting, I really can't tell as its too dark.

    Note that it is not so much the darkness that's the problem, but rather the lack of contrast in lighting. All I can make out is bright light sources and then darkness/monotone colour everywhere else. Consider using point lights on light surfaces to lighten up the surrounding walls more (especially on the yellow wall lights), and using spotlights on some lights to really bring out the lighting detail.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    real nice.  i like this a lot.  nice r_speeds for a large room!
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    merk i like your idea of some spotlights, yes i was thinking the room was a bit dark and monotonous. ok thx!!
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    in my opinion there are too many of those yellow walllights . . . i would increase the y-scale so there was only 3-4 on top of each other, but im not making the map . . .
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    I can see the room more clearly now that it's night-time, but I shouldn't have to play your map at night in order to be able to see <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    The room actually doesn't look that bad, but I still say it needs contrasting light. Pools of bright areas with darker areas surrounding it. Nothing pitchblack is needed, and nothing blindingly bright either.

    Mind you not every area needs fancy lighting, but the major rooms should.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    I really like it, those lighting strips on the walls are great, I dunno if you changed the gamma of these pics, but I can see it just fine, tho my monitor is on amx gammasettings :/ U actually really really like it, except for that door in the second picI'd change that trim around it, doesn't look right.
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