More pictures of ns_penumbra

YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
<div class="IPBDescription">Why? because!</div>Here's a quick rundown of what's in all the screenshots.

1. Airlock. The forcefield is currently functional.
2. Airlock. The wrong (aka Fatal) side of the forcefield.
3. Security checkpoint. A laser scans the short hallway.
4. Holographic signs. You won't get lost if you pay attention <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
5. Control Deck. The door leading into the commander room.
6. Control Deck. Standing inside the commander room.
7. Control Deck. Looking back towards the door.
8. Control Deck. A closer look at the control screens (Yes, those circular HUDs do rotate).
9. Shuttle Bay. Standing on the catwalk beside the control deck, overlooking the marine spawn area.
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Comments

  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
  • BlahmanBlahman Join Date: 2002-01-25 Member: 85Members, NS1 Playtester
    Nice, but needs more detail.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    *slaps Blahman*
    Those are awesome! I love the forcefield effect you got going there, it really looks good! I guess you could add a tiny bit of detail to the hallways, but I think they look pretty damn good as is. The dropship looks just awesome, as well as the whole docking bay.
    On the command console, on the left, inner circle, maybe add some dots onto it with a little data to make it look like radar or such?
    I must say again, this just looks <b>awesome</b>!
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Great work, Yamazaki! I especially like the command room displays and the holographic sign concept. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
  • FoxFox Join Date: 2002-02-03 Member: 155Members
    I think that the detail level is perfect. Let's NOT drive up the r_speeds where nobody's going to notice or care anyway. I think it's GREAT the way it is, and wouldn't change a thing.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    Hey, you can't just go slapping people!
    When I post my first map (if it will ever happen), I wanna hear everybody's opinion. Without the slapping.

    Sorry I just got a little tired of this worship-it-whatever-it-is mentality.

    Are u going to slap me now?  <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    I like the map. Some more details wouldn't harm the feel though... to high r-speed?
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Ummm....  Ummm...  Uhh...  Ummm...
    Well, That's just some incredible work there.  I really like the forcefield and the end of the command deck.  That hangar is just wonderful.

    But some criticism?

    Well, I guess the first pic seems fairly empty, though I can't see how you could put anything in and have it gel.  In the command deck between the door and the radial doozies, I would definitely add something, because it's too empty again.  And this last one is just a personal preference thing, but I like my floor lights to be angled or under grating and not able to be stepped on (I don't know if it'd be feasible with your r's, as I know your map is frikkin huge.).
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    This map just looks great, I think there's enough detail in it, I think it's gonna have the same feel like the coret-map in UT. It's not dark at all, lightning is good, textures are reaaaaaaaal good, really i think it's gonna play like coret: fast, smooth gameplay by its good design, etc.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    These are sweet.

    Forcefield thing is neat. Lighting is great.  You really pay attention to your texturing, seperating things with trim, and breaking large sections up intelligently with different colors and textures to make them visually clean and pleasing to the eye.  

    Love the hangar shot.  

    My only crit is the way the green light texture on the control panel has the unnatractive seam where all the edges of the panels meet.  I know this is probably due to the angle of the geometry, but maybe if you used a different computer texture in between the green light sections, to avoid the seam and maybe break up the large area of green a bit more interestingly.

    Also maybe a few more broken things, a subtle sign that everything is not quite right.   Maybe a broken pipe with steam here, or a busted light there, or some small pieces of broken objects scatterd in a few areas on the floor, just to give it a more immediate feeling, like something bad occured there.  But those are details you can add at the end.  

    Great job, so far.
  • InfinityInfinity And beyond&#33; Join Date: 2002-01-25 Member: 50Members
    hm... the simple style and way to map is genios indeed

    ive never seen anything like it... it will pwn
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    To answer each bit of criticism:

    More detail: Not much more can be added to the security checkpoint and airlock areas. Already I get a brief spike to 750 when you approach these rooms (A brief spike, but originally the spike was 1100 until I used hint brushes). As for the other areas (Aside from the hangar), I can add in more and intend to.

    More data in holo screens: Actually I do intend on tossing more scrolling data into those screens. Stuff you can't read and zips by real fast. But I got lazy <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I also want to take some profile pictures of the shuttle, shrink 'em down, and put them into a screen texture also.

    More damaged areas: All the pictures showed areas close to the marine spawn, so there was no damage. My next round of pictures will show the alien areas, and the middle areas, which are rife with signs of combat and destruction. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Non-seamless edges on computer panel: I got lazy <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I have a fix for it which involves poles rising up between each section of panel, and the poles will be the projection source for the holo screens.
  • ThriKreenThriKreen Join Date: 2002-02-03 Member: 156Members
    I'm accepting offers of $10 to drive up to Yamazaki's place and slap him with a trout.

    $5 more for slapping him silly.

    =)
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Wow.  I love the blue holographic screens.  Mind if I borrow that idea?  I'm about to build a bridge, and that effect would be perfect for a hud on the windows.
  • HowlingHowling Join Date: 2002-01-26 Member: 97Members
    WILLY WONKA IS A WANKA THOSE ARE FLIPPING GREAT!!!

    *faints*
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Relic25+Feb. 05 2002,12:12--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Relic25 @ Feb. 05 2002,12:12)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Wow.  I love the blue holographic screens.  Mind if I borrow that idea?  I'm about to build a bridge, and that effect would be perfect for a hud on the windows.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Go ahead and use the idea, Relic. I'd love to see what sort of variations you could do on the concept  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Control room is looking much nicer now.

    I see that you are getting your hazard stripe fetish under control now.

    Nice custom door texture.

    The ship is still looking great.

    Looks like you're still on course for some yummy sci-fi action.
  • RavenousRavenous Join Date: 2002-01-25 Member: 48Members
    Gotta ask you a question. Is that ship in the hangar inspired from scout in homeworld ?

    They look incredible alike..

    Nice work!!
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Yeah, he took something like two ships, at least one from Homeworld Cataclysm, and stuck the back half of one on the front half of another. Cool huh?
  • FragHaus_JabrimFragHaus_Jabrim Join Date: 2002-02-01 Member: 145Members
    Well the map is <b>amazing!</b> so nuff said. Its kind of like when your drawing something, and you get to a point where its perfect to a certain extent. This map is at that point, don't add or take away anything, it rocks! <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    The military boarding shuttle is a mixture of styles from Homeworld. I borrowed the asymmetrical look of the Kushan scout, and the bulging drive section of the Kushan light corvette. I then added a defensive missile pod, changed the cockpit around, and basically recoloured the whole thing. It's inspired by those craft, but I didn't try and copy any of the exact dimensions or surfaces. I didn't want to get sued, and an exact copy wouldn't have looked right for the purpose I had in mind (ie. ferrying troops).
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Nice work Yama.  This map is really coming together great.

    Now that you've got some great lighting in here, my main suggestions would be to add some shadowy corners, ceilings or other areas.
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