Ns_pestilence
mazemaster
Join Date: 2002-05-06 Member: 585Members
<div class="IPBDescription">resuming progress!</div> After an 8 month break due to real life and other mapping projects, ive decided that its time to resume construction of my ns map. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> what was previously unnamed is now called ns_pestilence.
feedback is appreciated!
Most of these screens are old, but i am resuming progress, so here goes:
(warning: mega-screenshots)
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_techcorridor3.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_bigroom1.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_aliencorridor2.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_curvyroom.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_techcorridor2.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_aliencorridor1.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_quadarch.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_techcorridor1.jpg' border='0' alt='user posted image'>
feedback is appreciated!
Most of these screens are old, but i am resuming progress, so here goes:
(warning: mega-screenshots)
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_techcorridor3.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_bigroom1.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_aliencorridor2.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_curvyroom.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_techcorridor2.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_aliencorridor1.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_quadarch.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_techcorridor1.jpg' border='0' alt='user posted image'>
Comments
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_alienunderground1.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_generatorroom1.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_hiveroom1.jpg' border='0' alt='user posted image'>
<img src='http://www.psychoclan.net/kameli/nickalgermaps/ns_pestilence_sector2.jpg' border='0' alt='user posted image'>
but your map is C00l ! keep up th4 g00d w0rk
The architecture looks fantastic (especially love the infestation pillar thingy), but the lighting could be a little better. When are you planning to release this?
/me nods (2)
You should really redo the lighting
Anyways, these screens are using no gamma ramp (1), since i havent really experimened that much with it. I think i may change it to 1.6.
As for when i plan to release it, well, suffice it to say that when i was origionally building it, I was planning to try to get into ns 1.0. oops. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Yeah, well anyways, "when its done". Remember, I still have a lot of stuff to do. I'll probably completely redo the lighting and texturing at least a couple times until i get it the way i like it, and the layout may change depending on gameplay issues.
The texturing is obviously in preliminary stages, but as for the lighting try using less bounces (I find just 1 is enough for dark, atmospheric maps. If it still look too bright, tone down the intensity of the texlights. Env_gamma is also useful here (basically it controls contrast).
And I absolutely *love* that big circular ceiling thing with the curving supports coming down...looks kinda spidery, actually. Or no, scratch that -- it looks like a gigantic res node. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I suppose, same as everyone said, the lighting needs a bit of tweaking. But I think some more contrast in your texturing, especially in some of those very large rooms, could help a lot.
Very nice Architecture.
Your *infestation* is good - very organic, very dangerous looking. Your accents - such as the circular pillar and those power-core-ish things - are pretty cool looking.
Your overall architecture, however, is extremely boring. The abundance of 90-degree angles - especially between floor and wall - is overwhelming. Add accents - pipes, gratings, crates (yes, I just said "add crates), support pillars, ceiling struts... *anything* to break up the monotony. You also seem to only have three "kinds" of rooms: hallways, large high-ceilinged rooms, and large low/flat-ceilinged rooms. Make some rooms with low, complex ceilings. Make some very tall, narrow hallways with darkness shrouding the ceiling. Give your rooms a purpose - put a huge generator in one, or a series of storage lockers, or a bunch of mainframes... use your imagination, or borrow someone else's if you're stuck for ideas.
I see you're trying to destroy the environment in places - holes in walls & floors, exposed electronics, etc. It's not convincing; a jagged hole in a sheet metal wall just doesn't work. *Break* the wall, don't just carve a piece out of it. If you want to pull something open to expose wiring, make it a logical thing to pull off - a panel or grating or something, in a regular shape. You can bend the piece itself if you like. Irregular entrances to a hive can be done, but should be irregular because of infestation, not because someone carved a weird triangular hole in a solid metal wall.
Also, where are the elevation changes? Your first screenshot makes me cry - dull textures, 90 degree angles, flat lighting, and utterly flat - it could be Wolfenstein. Put ramps, staircases, elevators, ladders, Pits Of Horrendous D3wm , or anything. Look at NS_Nothing's Foreboding Antechamber (on the way to Power Silo), or NS_Eclipse's Triad Generators.
Your texturing also needs a lot of work; mix it up, put some variety in. Texturing an entire room in a single texture will only serve to make your room look like it was textured as an afterthought (and confuse wallrunning skulks ^^).
And, as some have said, your lighting needs help. It's all at one of two levels - comfortable, or alien-slaughteringly bright. Break a few lights (nice chance for particle effects), make others blink, give it some nice, dark areas. Again, take a look at NS_Nothing - ken's lighting is atmospheric like nothing else, and he doesn't even have as much darkness as some of the other official maps do.
Sorry to be so critical; just trying to help this map improve. It's got potential, but it's also got a long way to go.
/me wants one!!
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->