2 new ns_nancy areas

devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
<div class="IPBDescription">Yum :)</div>The first two come from the cargo hold, with the first in the series being a duct that over looks the entire area.  Should prove a good ambush spot for aliens.  Most of the crates and storage you can get behind, around, etc. so there are ample hiding spots.  Two of the containers are former animal cages that can be crawled into as well (nice and dark there).

The second set of 2 is a little ways past the cargo hold nearing another hive.

Cargo:
<img src="http://www.milo.cc/ns/ns_nancy8.jpg" border="0">
<img src="http://www.milo.cc/ns/ns_nancy9.jpg" border="0">

Nearing another hive:
<img src="http://www.milo.cc/ns/ns_nancy10.jpg" border="0">
<img src="http://www.milo.cc/ns/ns_nancy11.jpg" border="0">

Comments

  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    The architecture here looks great, and everything, but I think that the one thing you really need to work on is lighting contrast.  The lighting looks really bland.  Try putting in the env_gamma entity and setting it to 0.8 or 0.9.  Then, lower the intesity of your texture lights a bit in lights.rad.  It'd be a shame for something as beatiful as this to be soiled by poor lighting.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I'm in agreement with Greedo. The architecture and detail looks superb, but the lighting needs more contrast. This would be perfect lighting for any other mod, but NS has a high contrast, light/dark thing going.

    Overall Great work!
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Uhh... don't you mean an env_gamma of 1.8 or 1.9?

    Delicious architecture though.



    <!--EDIT|Moleculor|Feb. 19 2002,20:06-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Moleculor+Feb. 19 2002,18:06--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Moleculor @ Feb. 19 2002,18:06)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Uhh... don't you mean an env_gamma of 1.8 or 1.9?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Good god, no.   Seriously though, no.  1.0 is standard gamma.  Lowering it will tend to increase the contrast.  I've never actually put it up to 1.8 or 1.9, but I assume that the result would be a wash.  Definitely 0.8 to 0.9.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Yikes... Everything turns out good for me ingame, and I use a setting of 1.777 on everything. Heh. Maybe that's why I have to darken my shots to make them look like they do in-game, yet everyone else seems to have to brighten them...

    Does everyone else here use settings <i>below</i> 1.0?

    Hmm... I hope I haven't been using it wrong...

    Regardless I think it increases contrast either way... when set higher you put less lights, but they turn out really bright in the general area around them... thus creating nice contrast.


    BTW, I thought the mapping guidelines suggested using a 2.0 .... !
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Greedo386+Feb. 19 2002,20:08--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Greedo386 @ Feb. 19 2002,20:08)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I've never actually put it up to 1.8 or 1.9, but I assume that the result would be a wash.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Not exactly... It doesn't work like monitor gamma. If you put your monitor gamma that high it would probably be all washed out... But env_gamma isn't really any sort of gamma at all actually. "Overbrightening" is the term I believe. It should really be called "env_contrast" or something.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Sorry Greeds, you're wrong on this one.  1.0 is the standard gamma ramp (this is what HL or CS looks like).  You want to set it to something greater then one to have a good effect.  If you set it to less then 1.0, I don't think it has any effect.

    Devil, I think the lighting needs some work as well.  I'm also a big fan of little glowy things, like computer terminals, lighted buttons, lens flares, etc.  Great geometry.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    I use 1.8 for the env_gamma setting, and I'd bet that Merkaba uses something close to that too.  Fortunately, Flayra set me straight on the actual effect env_gamma has early on, as I thought the same thing you did Greedo.  Think of it more as overbrightening and less as a normal gamma change.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    fabulous!  abosolutly no room for improvement here!
  • 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
    Back on topic: I think in the 2nd set of shots you should wrap the computer texture all the way around the middle, or add some border. Right now they look a little odd going from computer->metal.

    Only error I can find after being nit-picky. They look great, hope the gameplay is as good as the looks!
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    i agree zith zhat the others said, work on that lightning somemore, amd that comp texture needs some work 2.Nice design though.
  • FreestylerFreestyler The First NS Fan Join Date: 2002-01-24 Member: 20Members
    The architecture you have going on in these pics is really great.  Once you get better lighting going on in there then I think this map will be superb!
  • UnknownUnknown Join Date: 1970-01-01 Member:
    great style. nice dark spots, but in the first pics try to make the corners a little darker for people to hide in.
  • devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
    /me makes note about little glowy things <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    I tried already wrapping the computer all the way around and it just didn't look right.  Maybe putting a border to make the seperation will work better so I'll try that.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Yeah, I'd definitely suggest adding some kind of steel/metally border there.  It'd make it look a lot more natural.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    OK!!!!!!!!!!!!!! STILL LOOKS GOOD <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    sweet! what about the r_speeds? LOL
    (no really i was kidding, i dont even know if it's good or bad when they're high)(ok, i do know)(###### im still printing!)
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