Ns_nirvana main maintenance corridor.

bluemanblueman Join Date: 2002-04-09 Member: 399Members
<div class="IPBDescription">Is it said like that? :|</div>Here im trying to do a 2 level situation and although this pictures only show 1 room, 3 rooms like this will connect each other both up and down way. The central one will have a resource node. it should be kind of a good battle area (as i havent tested i really dont know) but i think it will give good results. Ive been battleing for hours to find a good lighting for the room but as you can see, havent advance much on it.

Oh yes! the door is just a placeholder. it only showns where the door comunicatin to another area is.  <!--emo&:tiny:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tiny.gif" border="0" valign="absmiddle" alt=':tiny:'><!--endemo-->

<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns/ns_nirvana_120802_0.jpg" border="0">

<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns/ns_nirvana_120802_1.jpg" border="0">

<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns/ns_nirvana_120802_2.jpg" border="0">

<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns/ns_nirvana_120802_3.jpg" border="0">

<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns/ns_nirvana_120802_4.jpg" border="0">

<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns/ns_nirvana_120802_5.jpg" border="0">

<!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

<!--emo&:siege:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/siege.gif" border="0" valign="absmiddle" alt=':siege:'><!--endemo-->                  <!--emo&:bob:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/bob.gif" border="0" valign="absmiddle" alt=':bob:'><!--endemo-->

Comments

  • SmokeMastaSmokeMasta Join Date: 2002-04-13 Member: 430Members
    pics look l33t
    <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    Awesome, keep it up blue.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    looks amazing <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> /me wuvs nirvana <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    That really reminds me of narby's mapping, nice!
  • chalupamonkchalupamonk sky h4x0r Join Date: 2002-02-19 Member: 227Members, NS1 Playtester
    Mmm, some of those pictures are fantastic.  The accent lighting by those columns in the main area is great in certain shots, but in other (closer) ones it the lighting looks kind of blotchy.  The white point-lights you have on the ledge look nice, but maybe build a small light-source around it instead of just having a miniature slab of light.  The architecture is groovy, but check out that little lift-transport bar you've got going on the middle of the roof.  There are no spaces in either wall for the lift or whatever to move into, so it looks a little odd there.  Maybe pop a crane onto it and have the area below be a cargo bay (it may already be one, heh, I don't know).  Of course, that would require crates.  /me shivers.  Also (and this would defeat the purpose of the crane), have you thought about popping a bridge between the two ledges?

     Wow, I'm talking like it's my own map <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->.  Anyway, it's looking nice and I can't wait to see more of it.
  • gutterclutchgutterclutch Join Date: 2002-06-30 Member: 850Members
    It looks...cool...and industrial
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    i think that u're posting better shots time per time <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    maybe u have to add some contrast in lightning
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    heh i remember the map before, now looks like 10 times better <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> keep it going <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <i>(I wrote this up last night, but my connection was dodging out on me. So... here:)</i>

    Looks really great, blue. I love the architecture and detail. My only complaint would probably have to be that the lighting is a bit drab. You stated you were working on "getting it right" (the lighting), so I thought I'd throw a few suggestions your way. The bottom level floor (1.) and top level back walls (2.) are a bit too bland. Try spicing them up a bit with bright spot lights. Try experimenting with different angles and cone sizes as well. The pink circled spot lights would probably look better if set to around 250 brightness. It appears that they are around 200 (or else really far away from the floor. At any rate, brighter would be better here in my opinion. Finally, putting some lights pointing upwards against a wall (texture lighting probably) may add some more visual flair to the scene. Worth a try maybe. Oh, and a nice bright spot light running down that back wall above the door might be nice. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Looking forward to seeing more, your architecture is great! Like I said before, it's just the bland and not-vibrant feel of the lighting that distracts from everything else. Also, have you tried experimenting with higher env_gamma settings? You might like the results.

    Good luck, looks awesome.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    oh, suggestions from ns_nothing mapper are orders for me. Ive been working about 10 minutes in the lighting, made it brighter. I still gotta add the wall light and the lights between the columns (down area).

    <img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns/ns_nirvana_130802_0.jpg" border="0">

    <img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns/ns_nirvana_130802_1.jpg" border="0">

    <img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns/ns_nirvana_130802_2.jpg" border="0">

    Ill post new pics when i finish all.
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    My suggestion, based on Ken's own post.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i shouldnt be uploading every single time i compile but as ive finished for now (i gotta go out) iput them here <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->.

    <img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns/ns_nirvana_130802_3.jpg" border="0">

    <img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns/ns_nirvana_130802_4.jpg" border="0">

    Now my only complain about my room is that ive used too much red in the lower area. mmmm

    OOH, and i still gotta give more intesity to those light_spots in the upper corridors.
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    it's very good, but i would go a step back: i would remove ---the lights between the columns, 1st way is better,cos now there it goes a bit repetitive.
    --on the upper walkways i would put just 2 spots, or 3, but with a smaller cone,cos to be is better to see separated lights. also qould be good to create not simmetrical lightning,just to make it a bit more intersting! <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
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