New ns_nothing shots
realityisdead
Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
<div class="IPBDescription">4 pics</div>This is probably a bad time, due to NSTR2's impending release... but oh well. 4 Space Station Nothing shots:
1. Shot of the same corridor I posted before. Darkened down a bit now.
2. Command room
3. Command room
4. Corridor near one of the hives
Feedback is welcome.
1. Shot of the same corridor I posted before. Darkened down a bit now.
2. Command room
3. Command room
4. Corridor near one of the hives
Feedback is welcome.
Comments
(I'm being overly critical of myself...)
Lovely lighting, texturing etc - I can't really fault them. Almost cinematic-looking, and doesn't look like the Half-Life engine at all. Looks like there'll be plenty of space for players to move around too.
Subliminal messages at the bottom of the images? Slightly disturbing. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Anyway...
Greedo,
So far w_poly coounts in all the areas pictured are below 700 at all times... not going to mention how close though.. ahem. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Spooge,
Hehe, I'm a bit excessive with that texture aren't I? <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> It's what I use for a base texture when builing, and sometimes end up leaving it on some surfaces. I like it though... heh.
If your r_speeds are hovering around 700, that might be something you want to fix up a bit as it's a bit high. Otherwise, great work!
Excelent lighting. The beige trim around the edges of the floor in the commaander room looks a bit odd seperating grey from grey. It works well on that raised section but thenn looks odd further into the room.
I'm usually pretty bad with r_speeds though.
*tries 2 look intelligent.......and fails miserably*
I'm lovng what you have so far for this map. Texturing and geometry are really good. And, like what everyone else is saying, your lighting is very well handled.
I have to say that that last pic, of the red lit hallway, is pretty much one of the few examples I've seen of damn near perfect lighting. It's very moody and creepy, with lots of contrast and color. But most importantly it's not too dark to see everything, since the dark shadowed areas are in the non essential parts, like the nooks and crannies in the walls, and the main walkway is nicely lit with some bright pools of light.
Great work.
fingertips, If you read the previous replies, you'll see that r_speeds are discussed already. 300-400 on average, but can peak at just under 700 at certain extremes.