More lost goodness

GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
<div class="IPBDescription">4 "new" areas</div>I say "new" because this is the first time I'm showing them on the forums, but IRC goers have probably seen them before.  IRC, great for instant feedback.

Ok, this first one is just a small room up an elevator shaft from the cargo hive.  The vent in the back leads to the room in the next picture.

Comments

  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Here we have a giant tank room  Both exits in the back lead to a hive, but one has to be welded open.  The left exit leads to the cargo hive, and the right (the weldable one) to the generator hive.  Vent in the top right goes to the generator hive.  Vent in the middle left leads to the room in the picture above.
  • biobrainbiobrain Join Date: 2002-02-18 Member: 224Members
    the spotlights need to have a bigger fading area
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    This shows a small resource room.  I don't have a real purpose to it yet.  The exit to the right will likely lead to the bridge area of the ship.  Currently this room and the adjacent corridor (shown in the next pic) are not connected to the rest of the map.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    An arched corridor.  In the back is the room shown above.  Behind the shot will be an elevator leading up to what will likely be the lab/medical area of the ship.
  • Stupid_PinkyStupid_Pinky Join Date: 2002-02-09 Member: 187Members
    I just love the first pic, great atmosphere
    Second pic, are those stairs floating?
    Third pic , a bit plain, maybe add some pipes running high
    Fourth, pretty good, but maybe the pillars are too cramped
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    looks good.  perhaps a tad dark, though, especially in that last shot
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    <b>biobrain:</b>  Which spotlights in which shot?  Obviously, you replied before I posted the last 2 shots (apparently you didn't notice the "<i><b>4</b></i> 'new' areas" part <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> ).  If you mean the first shot, well no.  I'm not going to change it because I think it looks really good the way it is.  If you mean the second shot, I think it would just defeat the purpose of the spotlight.

    <b>Stupid_Pinky:</b>  The stairs aren't floating.  They're attached to the wall.  I agree that it might seem a bit wierd for one end to just be floating, but I'm somewhat hesitant to use resources on such a trivial matter.  I definitely agree that the third pic is too plain right now.  I also didn't want to add any pipes in here because I already have a similarly textured and lit room filled with pipes.  I didn't want to confuse people, though I don't know what else to put in.  And that last shot is cramped on purpose.  I wanted to be able to give players a lot of cover as well as slow them down when they go through this area.

    <b>Cremator:</b>  I suggest that you adjust your monitor a bit, because these shots are certainly not dark on my screen. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->  I've tried my hardest to not make it hard to visibly distinguish anything, and I'd thought that I'd mostly accomplished it.  I agree that the overall feel may be a bit dark, but it certainly won't hamper one's ability to find their way around.
  • EosEos Join Date: 2002-06-08 Member: 738Members
    I like. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Pic One:

    LOVE LOVE LOVE the red grated walls.  I've often looked longingly at those parts of the NS set and wanted to use them, but I'm over my limit already.

    HATE HATE HATE the big diamond-design wall piece.  Dunno why.  

    Is it me, or are the light strips not actually giving off any light?

    Pic 2:

    Still love the red colour contrast to the blue theme.  Those little puffs floating around - might wanna scale them up and turn their opacity down.  Right now it looks like dandelion fluff.

    Still think the tanks are crying out for some labels.

    Still think the node needs some dressing up, all by itself on a bare floor.  

    Pic 3:

    See comment about node above...

    Pic 4:

    ABSOFRIGGINLUTELY love those lit red bits in the supports.
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    those pics are pretty cool, the concept of the rooms is brillaint. The lighting is really good too, but it feels a little too cubic (is that a word?).

    The fog in the first shot just turns the tension up a notch
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    <b>Plaguebearer:</b>  The diamond walls, well, I like the way they fit in with the feel of the room.  The light strip on the bottom is giving off light, yes.  It's somewhat faint, and not really too noticable unless its not there.  Believe me, if that light goes, it gets a lot darker.
    I've scaled up the particles in the tank room, and they look much better now.  I probably will add labels to the tanks.  I just don't know yet whether to go for custom ones, or just some standard decal.wad bleh.  I'll see what I can do about the nodes.  I've noticed that I'll be mostly under the limit with planes, so it's r_speeds I'm more concerned about.

    <b>Tzarcon:</b>  I know that I've got mostly square rooms.  I've tried to emphasize the non-square nature of the detail inside the rooms, as well as make attempts to bring verticality into play to compensate.  I did throw in that arched corridor for reasons I don't yet know.  Also, I'm pretty certain that the living quarters won't have the same box-like feeling as some of my other rooms probably do.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->!  Indeed, IRC is a great place for instant feedback.  After the little debate over the red lighting on those tanks in pic two I am glad to see that you kept the red lights nice and strong.  However, in pic 2, those lights under steps are just too.. well.. they just dont look good.  I hope you can find a better texture for them.  Also, in your last pic I love that red lighting coming from the wall.  Not to else to say, I have seen most of these before.  Keep up the good work <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->!

    *edit*  Greeds -- your rooms dont feel square looking to me at all.  When playing, I dont even notice.  Maybe on the foumrs, after looking at your pics for about 5 mins they get that feel.  However, I do think that your steps, and other various things you add room to room help break that feel.  Plus, Marine Bill is not going to even notice it when good ol' bob is chasing him.  It might even be better for the walls to be flat, etc.  It would encourage wall-climbing <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->!
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    <b>SentrySteve:</b> About the texture under the stairs.  There weren't any blue light strip textures in the ns.wad, so I had to take one of the ones in there and color tint it myself.  Personally, I think the problem is that you're looking at a static image.  Maybe it's just that they're so bright.  I'm probably going to go back and relook at the custom textures I'm using in my map, and try and make them look a bit better.  I'll probably do something with this one.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    The problem with the diamond thing on the wall is that there is no trim or logical dividing/joining line between the red wall next to it and the diamond. It looks like two entirely two surfaces sorta standing next to each other, with nothing connecting them except lack of space between them.

    Love the red bits in the support. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
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