Initial pictures

AngelAngel Join Date: 2002-07-09 Member: 902Members
<div class="IPBDescription">Init. pics of ns_vivid, comm room</div>Just thought I should make sure my map has "started out on the right foot" or as it says on my newly made website where the pictures are hosted "the first step". To view the 6 pictures of the commander room click the link below.

<a href="http://accursed.co.uk/~jamesd/index.html" target="_blank">http://accursed.co.uk/~jamesd....Website</a>

Also, anyone please help? I stuck my computer / command computer with to entity of team_command, for some reason I can't get the command view to work, I have also compiled the mini map.

Praise welcomed on my work, yes the criticism is ADVISED just dont say "its too plain, and the ceiling texture is poor" I know this, but the r_speeds in this room should be adove 200 for my map to work, and I am looking for a texture artist / more half decent textures.

Comments

  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Not bad at all, some nice lighting and textur usuage. Try adding some more "interest," such as wall supports, machinery, different floor levels, curves, ceiling stuff, to make it more interesting.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    I used the same floor texture fr my maps, try maybe raising up the metal parts (not the grate) between 4-8 units.'

    This will break up the floor a little, make it look sexyer overall.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The lighting looks odd, very diffuse and bright considering the screens appear to be the only light source.  I suggest toning down the light coming of the monitors and adding soem ceiling lights.  

    Are you planning on using an env_gamma? If you are and you are lighting as you go put the env_gamma in now and save yourself the trouble of re-lighting the whole map later.

    Team_command is a point entity in the latest FGD, however it is not visible in the NSTR, however if you can find and USE the invisible entity it will probably work.  If it still doesn't work try checking the properties of your info_mapinfo entity.
  • Lord_FrodoLord_Frodo Join Date: 2002-09-26 Member: 1333Members
    Although I agree with the need for more light sources aside from the computer monitors, I think the lighting that you have in those rooms looks great, exactly what I would expect from a map with a name like ns_vivid... because it's, well, vivid.
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    *irish voice start* Tankyou very much *irish voice stop*, well first off I'd like to say the env_gamma is 1.2, ca private message me if you would want pics and I will send you a picture without the env_gamma. There is some lights under the door, at the moment I am looking for a "Texture artist" to make the ceiling texture, I think the slopes up to the ceiling make the room look 'stuffy'. Also I will add as much as I can after the marine spawn is finished. This way I know my r_speed limit on that sector of the map. I am grateful for your input, as my last commander room was ...

    a) way too big
    b) poorly arranged
    c) poor architechture
    d) poor texture usage

    People said that other map version was good. This is looking bright, imaginative, VIVID!
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    PS: Cheers CA for less criticism, measn I'm doing something right now <!--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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