Style Test

amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
<div class="IPBDescription">Please Flame, and Crit</div> Hey alls

Sorry bout 1024x768

Screens are taken with no gama corection

Map is gona be a combat map.

More Screens found at <a href='http://ammahls.hlrse.com/ns/ns_a/' target='_blank'>http://ammahls.hlrse.com/ns/ns_a/</a>

<img src='http://ammahls.hlrse.com/ns/ns_a/NS_A0000.JPG' border='0' alt='user posted image'>

<a href='http://ammahls.hlrse.com/ns/ns_a/NS_A0000.JPG' target='_blank'>http://ammahls.hlrse.com/ns/ns_a/NS_A0000.JPG</a>

Old Rine Start

<img src='http://ammahls.hlrse.com/ns/ns_a/NS_A0005.JPG' border='0' alt='user posted image'>

<a href='http://ammahls.hlrse.com/ns/ns_a/NS_A0005.JPG' target='_blank'>http://ammahls.hlrse.com/ns/ns_a/NS_A0005.JPG</a>

Main Access - Res node will be removed

<img src='http://ammahls.hlrse.com/ns/ns_a/NS_A0007.JPG' border='0' alt='user posted image'>

<a href='http://ammahls.hlrse.com/ns/ns_a/NS_A0007.JPG' target='_blank'>http://ammahls.hlrse.com/ns/ns_a/NS_A0007.JPG</a>

Slepping Quaters

Thanks

amckern

Comments

  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Alright, brutal honesty time....

    First shot: You have the idea, but needs dramatic overhaul. For one, it's too dark for a marine spawn. For two, it's got no contrast to speak of, at all. The light fixtures are neat designs, but they're not casting high-contrast shadows, so all they are doing is illuminating the horribly repetitive 4-walls-and-a-ceiling spawn you have. Add some pillars, some vents, some computer displays, steam, depth.... for Christ's sake man, it's a style test, go nuts!

    2nd shot.

    Why is there caution on the floor? I don't see anything that would kill or hurt anyone.

    You have the right idea with the architecture, but honestly, either the .jpeg compression absolutely slaughtered the lighting, or you have ZERO contrast. It's a giant cyan wall_lab blur. What compile settings are you using?

    3rd shot. THAT's how lighting should be done. See the sharp lines on the floor, created by shadows from the pillars? That is what you should be going for. Unfortunately, the architecture is still a little bland... Try adding some syncopation to the top of those consoles in the center.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    i'm just using extra rad

    about contast, do u mean like the bright spots thats are in some maps that use env_gama?

    amckern
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    The first shot's ceiling is WAY too low. The holes in it are a good idea, but there is nothing there to "promote" them in anyway.

    Slap in a really strong light_spot and have it do a light circle on the floor. Run a pipe near it with steam pouring out and the light is making the steam a lot more visible.

    The CC should NOT be right in the middle.. it's a pivotal structure in the game. Give it importance.

    Also, if the marines chose that spot to start, it must be important, have something to do with the rest of the map. Make it look like it controls something.

    In my map NS_democles, the base is deep underground and can only be reached through 1 of 2 elevators which leads to a landing platform high up in the air. It's basically the only way in, so it's the first place that the marines would come in the base and set up camp.

    Think of NS_NOTHING's marine base. It's got 2 elevators which show this as well.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    No.

    I mean sharply defined areas of light and dark, right next to each other. Look to the top banner. See how the black of the forum background is right next to the blue on the frame? That's contrast.

    I'll post one of my own screenies as an example. Observe as the light shining down on the walls casues extra shadows to fall on the walls in the recessions. Creating contrast.

    Also, the -extra rad settings will do you nothing at all. let me copy-past you my RAD compile line...

    "E:\Hammer\COmpile Tools\hlrad.exe" -extra -sparse -bounce 1 -smooth 50 -dscale 2 -scale 1.1 -gamma 0.9 "E:\Hammer\ns_caduceus.map"

    The -bounce 1 means that light... well, only bounces once. That means that you get more contrasting shadows.

    -dscale 2 = Direct light is counted twice. Meaning that areas where light has been reflected onto will be much, much darker than areas where a light is shining directly.

    The gamma .9 will make everything damn near pitch black if your texlight values are in the neighborhood of 1000 brightness, but allow you much mroe control over your lighting.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    You're missing a lot of infestation in your hive room man <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    As for the -extra , i think it just does another pass on the lighting.. but im not sure.
    Cagey will answer that one:P
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    ok the res nodes where a bad idea

    the map only has 2 nodes, that will be removed, and as such, what they depict will mean nothing

    the rine base is now at behind the blank wall seen in this image <a href='http://ammahls.hlrse.com/ns/ns_a/NS_A0003.JPG' target='_blank'>http://ammahls.hlrse.com/ns/ns_a/NS_A0003.JPG</a> the map orignal came from the 1st pic, and the cc was test view hight for commander.

    now its a ns:c, none of this matters as much. the room with the cc, was going to be like the vent system, found in orign, but i changed my mind, and removed all...

    I will add a new vent system, on the same style though, so that there are 2 ways to the hive, and 2 ways to the cc

    amckern
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Stick an env_gamma of about 1.5-1.8 with 0.9 RAD Gamma. Also put alot of texture lights in the map.

    Suggestions to brighten an area up, light_spots and light entities. Light can be used alot more effectively than a light_spot to add ambience if you know how to control it well. Also your finally getting what I would call a serious map going Amckern, your talent is starting to shine through. Keep up the work!

    (Also never ask people to flame, you get more flaming than expected <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin--Legionnaired+Dec 17 2003, 10:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Legionnaired @ Dec 17 2003, 10:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Alright, brutal honesty time....

    First shot: You have the idea, but needs dramatic overhaul. For one, it's too dark for a marine spawn. For two, it's got no contrast to speak of, at all. The light fixtures are neat designs, but they're not casting high-contrast shadows, so all they are doing is illuminating the horribly repetitive 4-walls-and-a-ceiling spawn you have. Add some pillars, some vents, some computer displays, steam, depth.... for Christ's sake man, it's a style test, go nuts!

    2nd shot.

    Why is there caution on the floor? I don't see anything that would kill or hurt anyone.

    You have the right idea with the architecture, but honestly, either the .jpeg compression absolutely slaughtered the lighting, or you have ZERO contrast. It's a giant cyan wall_lab blur. What compile settings are you using?

    3rd shot. THAT's how lighting should be done. See the sharp lines on the floor, created by shadows from the pillars? That is what you should be going for. Unfortunately, the architecture is still a little bland... Try adding some syncopation to the top of those consoles in the center. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    To answer the question Legionnaired asked about the caution. Look more closely at the floor, there is the track texture in between it. Maybe Amckern has that corridor designed as an old transporting area, the caution texture fits perfectly with the track one, just not the rest.

    (sorry for double post just didnt think it right to put a quote then answer a q then my own opinion)
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--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-->Bandwidth Limit Exceeded
    The server is temporarily unable to service your request due to the site owner reaching his/her bandwidth limit. Please try again later.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Damn Bandwidth.

    ~ DarkATi
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    yup. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    PWNED BY SERVER! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    thanks alls

    i'll bumb this post in jan, hlrse did not expect me trasfer so much when i got hosting, they are on a 3 gb account with there host, and i trasfered 600MB, in the last 2 weeks - the rest of the hosted sites pulled the rest with big map relases made before sven coop 3.0 came out - hlrse is a sven coop clan - like f-m-b.org

    amckern
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