Ns_naide
DrunkenMonkey
Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
<div class="IPBDescription">?-Station located in a snowy landscap</div> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> My first post!:
Here comes the first pictures from a map I'm working on right now. The name's ns_Naide, and it's a serious map with a quite different design...I don't want to give out too much details, but I can say that welders will be very helpful for the marines. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Naah...here come's the interesting stuff(pictures):
<span style='font-size:8pt;line-height:100%'>BTW: Sorry for my far-from-perfect english</span>
Here comes the first pictures from a map I'm working on right now. The name's ns_Naide, and it's a serious map with a quite different design...I don't want to give out too much details, but I can say that welders will be very helpful for the marines. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Naah...here come's the interesting stuff(pictures):
<span style='font-size:8pt;line-height:100%'>BTW: Sorry for my far-from-perfect english</span>
Comments
Note: The rock-texture will probably be replaced.
One of the corridors that leads from the Marine-start.
(It looks brighter ingame)
A big room... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
The last one, phew.
So, what do you think?
... lightning is O.K.
but looks pretty good
but looks pretty good <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I agree, you need to work a little in the lighting
You may want to look at <a href='http://www.box7.co.uk/ns/v_wad.zip' target='_blank'>v_wad.wad</a> for rock and other misc textures for that set.
Architecture is on the right track but could certainly stand to be a little more detailed - I'm guessing you have some elbow room in the w_poly department. Texturing is nice, considering what a non-texture-artist NS mapper has to work with.. it's a shame we have so few NS texture sets. The pink lab textures and the v_wad textures you're using (also seen in ns_nancy) are really the only good sets available (and I've spent a considerable amount of time scouring the web for other texture packs that would fit in ns - there are some great texture packs, but they all have way too much of a rounded, shiny, UT / Quake feel).
As my theater teachers seem to perpetually say to everyone, "Great start. Go further."
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
You may want to look at <a href='http://www.box7.co.uk/ns/v_wad.zip' target='_blank'>v_wad.wad</a> for rock and other misc textures for that set. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Ohh! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Great wad. I will definately use some of the textures(and offcourse give credit).
I will post more, and bigger, pictures as soon as I have fixed some things and perhaps edited the lightning and more.
Anyway, thanks for the feedback.
That said, it looks like you used the exact same wall texture throughtout the map, or it's somthing very similar to that. It could very well get repeditive.
Well except the lightning I can't see anything that really need more work. Maybe the orange/red lights in the middle, stick out when the blue light come into play. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
First off, things are functionally bright. You need to be able to see, and contrary to what some people on these forums may tell you, pitch blackness is <b>not</b> ambience. Next are the colors. Colored lighting is incredibly easy to overuse and overdo - what works and what doesn't is entirely on a case-by-case basis. In this case, the colors don't create a random rainbow of colors, nor do they wash each other out into a more bland color. Each color is very clearly defined and comes from a clear source. You've got excellent contrast between the main lights on the walkway ( the bluish/white color scheme as well as the orangish yellow in the foreground) and the side areas with the soft red, which looks really great as it fades out on those angled supports coming up on each side. That's not to say there's not room for improvement in the lighting - there's room for improvement in anything if you look hard enough anyway - but I don't think it's the problem others are making it out to be. One thing I would immediately comment on is the total number of light sources - You might be able to simplify that a bit without taking anything out of the appearance of the lighting itself.
Your architecture is really solid, and I like the texturing job. Very clean work, but naturally so. That holds true for the older shots as well as the newer ones.
All in all, things are looking really great. If you can keep this up with a solid layout and good game flow, I think you've got a real winner. Best of luck on that. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I noticed the other maps in your signature. You have an online portfolio somewhere? I'd be interested to see what else you've done. The map on the left in your sig looks pretty good from what little I can see. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Unfortunately I don't have an online-portfolio(I'm working on one, but haven't had time to finish), but the map in my signature is for Counter-Strike and is called de_Wort. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> For more and bigger pictures go to <a href='http://forum.leveldesign.nu/showthread.php?s=&threadid=2397' target='_blank'>this</a> thread in a swedish-mapper-forum. I have also made an improved version of the map(<a href='http://www.r60.org/de_r60_wort.zip' target='_blank'>de_r60_wort</a>), that's currently played in a swedish-CS-league. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Scale's damn tough to get right, but if you can pull it off, it's one of the things that will draw people even more into the atmosphere, whether they realize it or not.
But I think done a better job with this map. Here comes one picture from the "big room" with the different models in it(I just realised that maybe the ceilings a bit high after all?):
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
For the "Big Room" I think you've filled the space <i>fairly</i> well. You could stand to add some more details, or decrease the scale slightly, but overall, not bad at all. I'm with KungFuSquirrel in thinking that your lighting isn't half bad at all, and I do like most of your archetecture, and love certain bits.
For that hallway you've got posted there, you could stand to lower the ceiling a little, in order to make it feel more cramped. Cramped in NS is good... claustrophobia does add atmosphere. And besides, if things aren't cramped, aliens don't have a chance. I think you were trying for the cramped feel there, but the ceiling could really be lowered.
As for the first batch of pics you had earlier, they're too small to get a real feel for what they depict, but for what I can see (not much) they look like a great start.