Ns_shaft

2»

Comments

  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    i really like the orange lights, despite others comments.

    i think it adds some much needed contrast and the two light colours add highlights to your architecture perfectly.
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    that room is just amazing! But, I like the blue lighting better. I've always been a fan of dark marine spawns.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    Uaaeegh!?!###**? WOW! ##¤#""¤%"

    The ONLY thing you need to change is, as Ken said, the SIZE of the lights.

    Keep 'em coming!!
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    Okay Im almost done this area now (need to do the command center and an entrance to a hallway) but I’ll take a break from it and work on some other area of the map. I still have to mess with some of the textures and stuff but you get the idea.
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    Theres an elevator behind this view and another exit from the area on the left, the pure black entrance will lead to the CC.
  • Right_Behind_YouRight_Behind_You Join Date: 2002-04-23 Member: 501Members
    your map simply has the most potentail... keep at it! make the orange a lil lighter as if to blend in with the blue
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Reminds me of the library from Halo. And that is definitely a good thing. Great work.
  • GencideGencide Join Date: 2002-05-30 Member: 698Members
    Yes, the added orange lights rock, this area is truly amazing work. Leave it like this! <!--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
    Visually stunning, I am in awe of your lighting skills.
  • XTS_HighlanderXTS_Highlander Join Date: 2002-04-13 Member: 429Members
    is it just me or do most maps have that metal flooring with the safety bumps on it?  I'm not saying that's a bad thing, but I've noticed that it's used alot.  Perhaps overused?  You be the judge, you are the master, but that's what I think.

    Anyways, absolutely fantastic work.  I like your architecture and your lighting very much.  the addition of the orange lights adds some contrast to the lighting which in turn really adds to the overall mood of the map.  Looks like it will be one of the maps to watch for.  Any indication as to how far along this map is before completion, at least of all the architecture?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I hope Ekaj has the whole level planned out before going into this much detail.  Building NS maps one room at a time doesn't really work.
  • Stupid_PinkyStupid_Pinky Join Date: 2002-02-09 Member: 187Members
    Doesnt matter now that there is that new ZHLT tool that gets rid of the max_planes error.  Except there still would be the problem of clipnodes.
  • Hand_Me_The_Gun_And_Ask_Me_AgainHand_Me_The_Gun_And_Ask_Me_Again Join Date: 2002-02-07 Member: 178Members
    <!--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-->Doesnt matter now that there is that new ZHLT tool that gets rid of the max_planes error.  Except there still would be the problem of clipnodes.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    As far as I know, there's no way of getting past the (geometry-related) maximum planes limit - it's a hard-coded engine limitation.

    You can get around a (lighting-related) hlrad MAX_PATCHES error using '-sparse', but that's something else entirely.
Sign In or Register to comment.