Ingamepics of ns_napo

AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
<div class="IPBDescription">The other tread had too many pics</div>ok... look at it... and tell me what you think

<img src="http://www.swissfighters.ch/Asraniel/ns_napo20004.jpg" border="0">
<img src="http://www.swissfighters.ch/Asraniel/ns_napo20003.jpg" border="0">
<img src="http://www.swissfighters.ch/Asraniel/ns_napo20002.jpg" border="0">
<img src="http://www.swissfighters.ch/Asraniel/ns_napo20001.jpg" border="0">

Comments

  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Pretty... very atmospheric.  (:  Might be a little dark for the *whole* map - is the marine area better lit?
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    The last picture ist the marine start...... shoud i add more lights?
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    you should use another texture for that red crate, its just too "halflife". and yes a bit of light at marine part. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    The marine start can be a little foreboding... the big thing is that the area where the base/command center will be should be fairly inviting.  Or at least relatively so.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    I strongly dislike the textures you have chosen to use for your outdoors.  Picture two and three look like they came from Half-Life singleplayer or CS.  The mapping guildlines suggest that all of your map is indoors.  Maybe now you can see why?  It is a challenge trying to create an outdoor enviroment but still keep it in tune to the ns theme, the ns feel.  I also feel that your fourth picture could use more dramatic lighting.  It sorta looks boring.  I just love the first picture!  The lighting is pretty good and it is easy on the eyes <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    Its not outdoor..... its "indoor" its a old mine...

    Yesyes.. i search for new textures for the rocks... but im not a texturer.... when someone knows rock textures, tell me...

    no, in need the area, i think it will be very cool when the aliens tries to go in this "tower"....
  • yesukaiyesukai Join Date: 2002-04-17 Member: 464Members
    look at the wadfather, there are some nice rock textures there, some that look muc more real.

    The only complaint I have, besides the squarenish/halfifeishness of your cave is the cieling texture in that last shot, its a floor texture form halflife.wad.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    Even if it is 'indoor' it sure does not fit the ns-theme.  I suggest a major reworking of this area.  That part of your map, just does not look like it came from an ns map, and that isn't good.

    May I make a suggestion?  Have hallways running through your underground mine, the area in the screen shots.  Have plently of windows and if you did the lighting just right, it could look <i>very</i> impressive! If you could find a new texture, and made it look more like ns, I would love it.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    I know............ my biggest problem is to find good ceeling textures.......

    i will check wadfader
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    It's pretty good, but the texturing is a little bland
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    hmmm........ reworking the area.. ok....... i like the area.. but ok... i will see if i find a good idea or if i can understand your idea Sentry.... i dont realy see what you mean...
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    A mine?  You may want to rethink this concept - it's been tried many times before, and the sheer size required for NS maps combined with the resource consumption of anything resembling a realistic looking rock structure usually conquers the mapper.

    Unfortunately.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    okok... dont panik... from now... its something in the underground.. i dont know what... there were only two rooms in the rock.. but, when nowbody liek it.... i change it
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    <!--QuoteBegin--Asraniel+June 06 2002,12:15--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Asraniel @ June 06 2002,12:15)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->The last picture ist the marine start...... shoud i add more lights?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Thats fine...perfect actually...MArines don't need full bright people....about that lighting and only a bit darker at the HIVE's...Perfect...yum...
  • LazysamLazysam Join Date: 2002-01-26 Member: 101Members
    actually i think if you make the "outdoor" areas really rally really dark, with the exception of the lights from the tower, two things will happen, it will look scary as hell, and we wont be able to notice the degraded quality of those rock textures, all in all i love the idea, there is something really cool about that tower there,
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    ok, here is what I mean

    If you <b>really</b> want to keep this part in your map then make a tunnel going from one end of the mine, to the other.  Assuming the tunnels have windows you could use a texture that looks like the inside of a mine -- when looking for a good one I liked GENERIC48 and you could then put that texture about one unit outside the glass.  If you were traveling in the tunnel, it would look like you are outside.  I think if you still want the player to feel that they are in a mine, that would be a good way to do it.

    An example of the tunnel...
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    i change the area, i make something with pipes and 4 ways that guides in the area, i think i can be good, when i make it well... we will see, today and tommorow i hvae not much time to do it.. lokk for pictures at sunday
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    i think the mine is really a good theme, on contrary to what ss says...

    the outdoor areas where not supposed to be in NS because of the theme, NS is not supposed to be outside in the sun...

    but as you can see in NS_reactor outside area's go very well, just make them in the 'mood' of NS...

    I say go on with this. The only problem is that there could be too much brushes, but i think you could go around this...

    Don't be overrided too fast. If you think this is a cool theme dont change it just because 3 people say that it's bad.

    Maybe if Merk, Ken and Relic where those three maybe, but i would continue with your map just the way it is (just change the textures/rework your rooms, but dont change your whole map..)


    -although i see what SS says here, you could make 'outsides art' that is mine, but you can also have some places where the walls are broken and the players can go outside the building a bit into the mine, maybe even place a hive there...-



    <!--EDIT|[Shuvit.Viper]|June 07 2002,16:09-->
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--QuoteBegin--[Shuvit.Viper]+June 07 2002,10:07--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> ([Shuvit.Viper] @ June 07 2002,10:07)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->i think the mine is really a good theme, on contrary to what ss says...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I have nothing against the mine idea, i think it is very good -- but I am agaisnt the idea of having a very large open space like he has here.
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