InsaneAnomalyJoin Date: 2002-05-13Member: 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
I don't know.. it just doesn't give me the "power vibe", if you see what I mean. I think the main problem is the electricity things. They aren't emitting any lights, and aren't bright enough themselves. Some pipes and wires wouldn't be out of place, too.
Yeah, I do need to add some wires and such. I also forgot to adjust the brightness in photoshop but I see what you mean. I need to make the electricity emmit more light. This is just one afternoons work. I will try to add more in way of detail tomarrow but for now bed b/c I have to get up early in the morning.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
I think with textures that clean you're going to have to work extra hard to create the necessary ambience. Its hard to tell without gamma corrected shots, but it looks like it could use some light spots.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think with textures that clean you're going to have to work extra hard to create the necessary ambience. Its hard to tell without gamma corrected shots, but it looks like it could use some light spots. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Light spots. Good idea.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->On the second shot it looks like you've "missed" with your window. Why isn't it in the window frame? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I haven't written a backstory yet but the faciliity is under construction. They haven't installed the window yet.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->lacks a little in character at the moment, and too many hazard stripes. Shows promise.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Give me some suggestions to add character.
InsaneAnomalyJoin Date: 2002-05-13Member: 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
<!--QuoteBegin--KungFuDiscoMonkey+Jul 10 2003, 10:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Jul 10 2003, 10:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Give me some suggestions to add character. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> At the moment you have uniform colour and brightness. Bring some coloured light into it - some red lights in one or two corners and some bright light_spots hilighting various parts. Also, making it darker in corners and at the edges. Combine that with my previous suggestions and you have it - character.
Also, should the floor be that clean if the barrel is that dirty? At the moment it looks so clean that you'd expect it was empty it's entire life, yet there's some old toxic waste barrel in the middle of the room like it was in the process of going somewhere and just got 'forgotten'.
So either this area is a clean-room type area and the barrel should not be there, or it's a working area and the hazard stripes and floors should be more scuffed. Picky I know but I think that (and the lighting) is why I looked at it first off and thought 'Quake' rather than 'NS'
Thanks for the input guys. That's why I post screenshots. I'm the one working on the map so I don't see the flaws as much as someone who isn't involved would. I just got in from painting and it's too hot to work right now so I'll get to work on those suggestions. I should have some new screens later this afternoon.
My 2c. Why's there the barrel there at all, since if it's still under construction, biohazardous waste wouldn't exactly be required. I presume not at least.
Comments
Edit: Typo
Light spots. Good idea.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->On the second shot it looks like you've "missed" with your window. Why isn't it in the window frame? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I haven't written a backstory yet but the faciliity is under construction. They haven't installed the window yet.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->lacks a little in character at the moment, and too many hazard stripes. Shows promise.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Give me some suggestions to add character.
At the moment you have uniform colour and brightness. Bring some coloured light into it - some red lights in one or two corners and some bright light_spots hilighting various parts. Also, making it darker in corners and at the edges. Combine that with my previous suggestions and you have it - character.
So either this area is a clean-room type area and the barrel should not be there, or it's a working area and the hazard stripes and floors should be more scuffed. Picky I know but I think that (and the lighting) is why I looked at it first off and thought 'Quake' rather than 'NS'