Ns_vivid - marine spawn #1

AngelAngel Join Date: 2002-07-09 Member: 902Members
<div class="IPBDescription">Commander room layout finished!</div>Commander room has been finished! Criticism (More likely), comments and plain old fashioned praise is welcomed.

<img src="http://accursed.co.uk/~jamesd/ns_vivid/ns_vividMS2.jpg" border="0">

<img src="http://accursed.co.uk/~jamesd/ns_vivid/ns_vividMS3.jpg" border="0">

<img src="http://accursed.co.uk/~jamesd/ns_vivid/ns_vividMS4.jpg" border="0">

Both doors in and out are south/north and they look the same, r_speeds go no higher than 497ish-516.

Comments

  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The textures don't seem to match each other or the architecture they are applied to (in some cases).  

    Add some trim texture on the front of the steps.

    Where the door texture has been rotated 180 looks wrong, try an X scale of -1 instead.  

    The lighting is very flat, try many small lights and spotlights.



    <!--EDIT|ChromeAngel|Oct. 05 2002,13:35-->
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    cheers dude, just noticed that on the door. i am currently looking for someone to do textures for me, I especially hate the fact that not many textures go decently as a ceiling on any map. also, wheres this texture thingy on arcitechture ?
    i also need to mention that i am using the gamma at 1.0, and i am not too good at lighting (i know), ive got someone on the job of helping me already <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Mainly texturing around the octagonal door space was bothering me.

    Try aligning the ceiling texture so that it meets the walls a bit better.
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    Looks like a ggod start. Keep going..!<!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    If anything, like CA said the lighting is a bit flat. Stick an env_gamma in there and some spotlamps , that should get some nice shadows going.

    (I'm a huge fan of the env_gamma gizmo. Totally changes the looks of any map...)  

    Good luck
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    i stuck the gamma in their, its 1.0, the shot is gamma 1.0, but anyhigher and 1.2 and it screws the overall lighting of the place. its not supposed to be too bright or too dark ya know. anyhow, CA, thanks for making me realise what fool could make that door mistake,lol. thats the best i could get the ceiling im afraid, if anyone knows some good texture tutorials for psp7 (or a good texture artist) it would help. i didnt do too badly for v1 and in 3 hours. anyhow i am going to finish the rest of the marine spawn, expect a nice collection next time!
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    Too bright to me, I like to have monitors glow at you <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> but dun listen to me. That texture use...and overall feel, makes me think about a Perfect Dark map..
  • DoctorJuiceDoctorJuice Join Date: 2002-02-13 Member: 212Members, Constellation
    I kinda like it!  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    the only concern i have is with the bay-door like architecture around your small door on the fourth shot.  the architecture on that seems kinda impractical...
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    The bay door looks kinda strange...you've got this huge-### door that you could drive a freight train through - then it leads 3 feet and there is a handrail blocking it.... kind of strange design...would make more sense with a big ramp leading from it...otherwise, just make the door smaller <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    yeah, hanz i fixed that. but them i realised with the hihg r speeds in that room alone it would be hard to make decent hallways and entrances / exits. the room is slightly smaller now, i have texture use alot better too. about the darkness thing that DarkMantiz said would be inpractical, the ns guidelines ask of a nice bright marine spawn area, although i will make it a tiny bit darker.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    It seems to me that the TSA texture on the upper portion of the wall is too repetetive.  It may just be that I never noticed that effect on other maps because their textures weren't distinct... but it looks repetitive

    otherwise I think the other peoples comments will make it look pwnage <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
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