Ns_concept
Belgarion
Join Date: 2002-07-19 Member: 973Members
<div class="IPBDescription">just a conceptual shot</div> I made this on monday/tuesday. I'm basically looking to see what you think of the lighting/geometry. i know what i think of it, but i'm wondering if there isn't a way to make the lighting a bit better in there.
<a href='http://www.angelfire.com/anime2/belgarion115/images/hl/MyMaps/ns_concept.jpg' target='_blank'>Screen 1 (265kb)</a>
This second shot with the red "lights" is just a 2-second thing i did with PS to see what it would look like if i added little red lights up there, which i'll do when i get home today.
<a href='http://www.angelfire.com/anime2/belgarion115/images/hl/MyMaps/ns_concept-red.jpg' target='_blank'>Screen 2 (264kb)</a>
Let me know what you think and any ideas/suggestions you have. Thanks
Belg
<a href='http://www.angelfire.com/anime2/belgarion115/images/hl/MyMaps/ns_concept.jpg' target='_blank'>Screen 1 (265kb)</a>
This second shot with the red "lights" is just a 2-second thing i did with PS to see what it would look like if i added little red lights up there, which i'll do when i get home today.
<a href='http://www.angelfire.com/anime2/belgarion115/images/hl/MyMaps/ns_concept-red.jpg' target='_blank'>Screen 2 (264kb)</a>
Let me know what you think and any ideas/suggestions you have. Thanks
Belg
Comments
But, when you can remove some w_polys, i have 2 ideas.
First, make a handrail(babylon translation...), its realy needed, because what can a marine do when he falls down? and it looks better, much better. Then, make a ladder on each side at the end, for marines and other non wallclimbing creatures that they can return on the top.
And second idea, i dont realy like how much of the windows that are looking in the space are done, not enough detail, make more details on them, i dont know(or better, i know, but my english isnt good enough to describe it)
It looks great, though!
-Asraniel- I realise the wpoly is fairly high, and it's something i'm trying to compensate for. As for falling down, those struts holding the walkway up have func_ladder's on them, but i will put in a railing and see how it looks.
-leifbj- yeah.. the r_speeds seem to be the predominant problem here. but as you said, it looks pretty. ^_^
Belg
amazing:0
amazing:0<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
O.O .... you.. are in awe? .... wow. never thought i'd hear that. Excellent. ^_^ anyway, i've labored at this today and come up with the following. the r_speeds are down to a fairly acceptable level and it looks even better than before. I was looking at all my brushes when i realized i didn't need about half of them. without further ado, here they are.
<img src='http://www.angelfire.com/anime2/belgarion115/images/hl/MyMaps/ns_concept001.jpg' border='0' alt='user posted image'>
And number two.
<img src='http://www.angelfire.com/anime2/belgarion115/images/hl/MyMaps/ns_concept002.jpg' border='0' alt='user posted image'>
I think i'm basically done with this part. i don't think there is much i can add anymore (and i don't really think i want the railings. marines can get up just fine. i'll impliment something simple for gorges). But if i'm wrong, please by all means let me know. i'm here to learn. Oh, and those doors with the blue around the edges, that really is lighting. ^_^
Belg
save it as a different file and see how much less w_poly it has, and if it looks just as good. (i think two would look better, also more skulking space <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
My suggestions:
keep the red lights out, it looked the best without the red lights.
you ought to make the walkway smaller so it's more dangerous to go on it.
Secondly, maybe ramp up your gamma a bit? Seems to me you've got a great potential for some nice dramatic shadows below the walkway, but your lights are too strong overall to get it.
Amusingly, I'd conceptualized a walkway almost exactly like this for the map that will never get made. ^^
Interestingly enough the first thing I thought when I saw these shots was OMG! Someone has made a Nuke Nukem 3D level! Awesome!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> They just looked quite similar to some of the space missions from that old classic <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Sounds like the general concensus get rid of the red sprites, but otherwise you guys seem to like it as much as i do. (Recently released mod, eerie feeling, coil's concept map ...... Duke3D O.O?)
I did get rid of one of the generators and make the room shorter as Mav said. The wpoly is down to about 450-500 for the whole thing i think. I did it late last night so i was in a hurry to get to bed. For the same reason i don't have a pic of it, but that might not be a bad thing. I'll impliment your suggestions and possibly reintroduce the grating on the white lights, and get rid of the blue lights underneath the walkway. I have an idea on how to make it a bit more creepy, but i'll keep you in suspence and see if it works first. ^_^ I'll also stick the gamma in there and look into a different texture for the ceiling. I can't wait to get home.... BAH!! I need a laptop.
Belg