Spirit
Insane
Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<div class="IPBDescription">omg moer shos!!11one</div> I've done quite a lot of work on Spirit since the last bunch of screens, and it's coming along nicely. It should be in beta stages very soon <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Anyway, the shots. This first one's the Generator Room:
Anyway, the shots. This first one's the Generator Room:
Comments
Maybe the ceiling in the last picture is a bit too flat...but other from that: Good job! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Anyways, it is looking really good. I also think the ceiling in the last shot looks a little too flat/undetailed. Possibly you could just do some texture changes..... like adding in a door which concievably is used in the process of ore transfer. When playing as a skulk I LOVE open, flat ceilings like this, and think that in some cases they are acceptable from a design point of view. So, I guess that's what I recommend, keep the flat ceiling, but break it up visually with other ceiling appropriate textures.
Love the floor based lighting in vent, nice touch.
As for the performance, it's generally around 300-350 wpolys, maxing at about 500 in a few places.
The first pic's are really impressing! They are just perfect!
looks really cool, maybe some shadows would look great on some places
:Edit: Ooops.. got so involved in the first pic i forgot the second.. Pic2 is also oishii... very oishii. Love the pipes going into the things with the little bit of light coming up on them. Great. and the red light behind the nozel with the controls looks spiffaroik. As do the monitors. Fans are nice additions too.
the corridor looks nice too, but seems a bit bland.. but not bland. i'm not sure how, but it looks like there isn't much there and still looks awesome.
the pic with the overgrowth on the floor looks good. i like the texturing in general, but i think it's a bit odd that the floor is totally covered yet the walls are untouched. good ambience tho.
and the last pic... i can't see it well, mostly because schools are obsessed with overlighting everything. But what i do see looks very nice. maybe a bit more lighting (like a spot somewhere, or some little lights around the edges of objects), but not a great deal.
Looks real nice
Belg
Thanks. Unfortunately, to have gotten it in 1.1, I would have had to submit it for consideration about 2/3 months ago, so obviously, it's a little late ;/
The handle things on the ladder in the first pic should be ABOVE the upper floor to actually help the ladder climber. Right now, it doesnt offer any assistance, and looks sorta awkward <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Basically, i suggest you move those 'rectangles' so that their bottom is aligned to the floor. If you dont know what i mean, go look at ns_bast. theres a ladder with a similar handle in the tunnels behind the biggest hiveroom (the name escapes me at the moment...but its not feedwater and its not engine).
As for the performance, it's generally around 300-350 wpolys, maxing at about 500 in a few places. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Maxing at 500 in commander view too?
*wows*
How big are the hives exactly?
Is it Jetpack haeven or..
You know i'm kidding saney baby, and you know i'll love you the better the framerate you can give me. Looks pretty though.