Marine Spawn

Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
edited July 2003 in Mapping Forum
<div class="IPBDescription">please give constructive critisism</div> All right, I got the marine spawn just about done for my map that I've been forced to restart due to hardware problems and I want you guys to tell me what you think of the lighting/atmosphere/texturing/architecture

also sorry about the darkness, they arent gamma corrected, just turn off your lights and look at the pic for about 5 seconds and your eyes shold adjust <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> its not this dark ingame

first pic: this is on the elevated half of the ms, the cc is just in the dark area on the left and the lower area is on the left by the big door.

Comments

  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited July 2003
    second pic: this is the lowered half of the marine spawn, the elevated area is on the right and the rt is straight in front of u in front of the orange light near the ground
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    third pic, this one isn't necessarily in the marine spawn, but its the hallway right outside the big door u see in the middle of the first pic
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    And does anybody have any ideas that i could use to make these fan/vents look better? ill eventually change the white texture at the top to a sky box, but i just think it looks rather clunky, any ideas?
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Well, you could try making the top brush have all sky textures so it actually shows a sky. Hmm the marine spawn looks pretty nice atmosphere wise. You might wanna work a little on the architeture, I'm not quite sure what to change though...
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    IMO those first two pics are waaay too dark. From what I can see of it I like the architecture, but, out of your entire map MS is usually the most well lit area. Possibly turning those little white lights into a longer strip will do the trick, or simply adding more in. I know they're corner accent lights at the moment but you really need white light in there more than anything else. Other than that maybe some kind of border along the walls, or maybe a central stripe would break up the floor a bit, as it's one big long grate texture at the moment. Also, although your ceiling texture looks good, it also looks a lot like the floor texture. (not necessarily a BAD thing, look at the eclipse RR sometime) Overall it's a good start, and anywhere but MS i'd say the light is VERY close to being perfect, but as it is there simply isn't enough.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    It looks like the marine base is just a random walkway. That's fine if it offers a tactical advantage, but mappers often like to put the marine spawn in a control room or a landing bay of some sort. Lots of control panels and bright lights make the marine players feel like they're in command of the station, while a landing pad makes them feel like invaders fresh off the dropship. Either way, it creates a strong atmosphere.

    That said, it's always nice to try something new and original. If you don't feel like adding lots of computers and turning your marine spawn into a control room, you might want to consider adding some light stands and other portable-looking equipment, like on BAST. This makes it look like the TSA has moved in and made the area their base of operations, even before the first structure is built.

    You might consider brightening the exisiting lights or adding a few spotlights, and maybe using some cleaner metal textures. If your marine spawn is relatively bright, clean and friendly, it makes the kharra areas seem that much more threatening. I remember playing an early build of 11th Hour. The whole map was dark and gritty, sometimes to the point where you couldn't see what you were doing, and the marine spawn was pretty much a little window-box set into one wall. The ENTIRE map was dark and clostrophobic, which might sound like a good idea, but believe me, it's not. It made the map forboding and chaotic, but in a bad way. The new 11th Hour has a large marine start in a control room, with a digital clock and everything. Much better atmosphere, IMHO.

    Err, anyway, yeah. My suggestions are to add some controls or an airlock, make it a bit bigger so the marines have more time to shoot when skulks come around the corner, brighten it up, and make it seem "safer." Pretty much make it more like the Marine starts in official NS maps. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    Well I'm designing the level to be some kind of top security yet old prison ship, I'll take ur advice and add some computer screens as the elevated area is going to be some kind of security room where the prisoners are monitored. I personally love the architecture and am planning on keeping it like that for a while, and yes i agree it is somewhat dark so I'll add some lights for the next build. Update in 30 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Oooh, a prison ship? Take a screenshot of one of the cells, put a computer monitor around it, and use that texture about 50 times all over the control room (or a different "Security" room) to make it look like it's monitoring the dozens of cells. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    I'm having some problems with adding some of the chair models because whenever I position them they're always in the wrong spot, so can somebody give me a link to the 3.5 ns fgd so I dont have to compile everytime just to see if they're positioned right? thx

    anyway, ignore the yellow dots around the chairs, heres an update
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
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