Ns_srac teaser

mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
<div class="IPBDescription">It stands for solar radar array control</div>Heres the first shot of my map which now has a name
SRAC: solar radar array control.

Old images can be found in <a href="http://66.70.175.88/cgi-bin/UltraBoard/UltraBoard.cgi?action=Read&BID=4&TID=5617&SID=30776" target="_blank">this</a>thread in the old forums.
Please note this area is still under contruction.

Comments

  • The_ProThe_Pro Join Date: 2002-01-26 Member: 96Members
    some kind of loading bay? looking good.. can´t wait to see more.
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    Yes it is a loading bay which is the start of the storage/industrial arm of the facility.
    I added a link to some old images in the first post.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    looking good!
    Good job soldier!
  • SpoogeSpooge Thunderbolt missile in your cheerios Join Date: 2002-01-25 Member: 67Members
    Might be a little open but it looks great!  I wouldn't tamper too much with the lighting either.
  • HowlingHowling Join Date: 2002-01-26 Member: 97Members
    Kuewlzee dood! When do we get to see more! It does look a bit bleak and boring though. Maybe add more detail?
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    sweet, like candy.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Nice.  I'd like to see more details that show us what the room's purpose is/was.  You say the room is a docking bay, but I don't see anything that tells me that.  Maybe some big(ger) doors, machinery for working on ships, oil stains on the floor, cabinets and storage for tools and parts, etc.  Of course, I realize it's a work in progress.

    Looking good, keep us updated.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Oh, I do love the occasional big room. Gives me a place to set up my perfect set-piece battle as a commander, with lots of sentries and mines, over-lapping fields of fire, and clear lines of sight. Notice that I said <i>occasional</i>.

    This looks really cool Neb - glad to see you have schnazzy skills. I'm hungry for more.



    <!--EDIT|MonsieurEvil|Feb. 02 2002,13:50-->
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    Flayra: Its more of a cargo loading zone instead of a docking bay with the crates coming in through the door to the side. I do intend to add a small crane arm to lift the crates off of the platform onto a small buggy of somesort (maybe have that in another room) and at least one more crate on the floor.
    Oilstains? excellent idea, it will be done <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    Added the crane and another crate
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    A better view of the crane
  • BlahmanBlahman Join Date: 2002-01-25 Member: 85Members, NS1 Playtester
    Looks quite good, but the area above the catwalk needs to be much darker... see if you can tweak the lighting towards that end.

    EDIT: I mean, the area above those metal supports.
  • BlahmanBlahman Join Date: 2002-01-25 Member: 85Members, NS1 Playtester
    Also, something I would like to see:

    Try making a second light cone for each of those lights, but make it much wider and shorter, and much more transparent. The idea would be that the second light cone would simulate the light that doesn't go straight out of the bulb, but rather the light that bounces around in the light fixture and then comes out. I haven't ever seen this done before, and I'd like to see how it looks. I would do it myself, but I simply don't have time to right now. Maybe tomorrow I'll try that.
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    i really dig that crane you have there.  maybe make the room a little smaller.  seems a little big for the scale of the crane/crates.  texturing is good as well.
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    Blahman: doing that is not really necessary and just pushes the r_speeds up, maybe in a smaller area.

    TommyD: just checked the room and its the 3rd= biggest in the map and near the marine spawn so i'll leave it as it is for now, might add another crate though just to fill up the last too open area on the floor.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Now that it's night here, I can see your map much more clearly and it looks really nice.  

    I think that fading the ceiling off into darkness as previously suggested is a great idea. I have one other suggestion: add a small hand-railing on the ramp that lead from the walkway to the lower floor.
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    I was thinking that but I also wanted to be able to charge straight off and onto the lift and then up again as a shortcut.
    I will be adding a railing to the inner edge thou.
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    Whoa, that looks really nice Neb <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> The APC in the old forums looks very cool.
    I got a sweet idea... kind of coming from the ceiling fading to blackness thing but I'm not sure that's what Flayra meant. What if you removed one of the walls and made some long corridor down it that was pitch black, only visible part is the very opening. Then, at the end where you turn a corner or something, it is suddenly light and you are in some completely different atmosphere! I just love maps that get all creepy where you don't know what you're getting into.
    Also, I see nothing wrong with an empty space here or there. I mean, not every room in every building is stocked with crates.
  • HowlingHowling Join Date: 2002-01-26 Member: 97Members
    Cool crane. But still, some more detail? How about adding some crates 'laying about'?
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