Europa rebuild

2»

Comments

  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    These shots are very good, obviously.  If u used a different texture for your pillars I think your map would be totally different.  I think KFS's map is the only one that uses pillars like that.  So maybe if you avoided anything completely unique to eclipse then you'd avoid people saying "that looks like eclipse".  Looks great though.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Great work, PB.  It feels cohesive with NS yet also feels unique.  I especially love the communal styling of those two ramps and the walkway that goes around the room.  Looks like a winner.
  • Doodle_BobDoodle_Bob Join Date: 2002-05-12 Member: 603Members
    It looks superb. I personally don't see much of an eclipse-esque look.. And how exactly do I set up a lights.rad?  <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    NICE architecture!  I love the double door thing!!
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Bob- I just edit my usual lights.rad file.
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    Bob:

    Well, if I remember correctly there are two ways, one is to edit the original that came with worldcraft or to create your own. I have notepad associated with the RAD file type so you can simply double click, and it comes up.

    The one that comes with worldcraft simply has most of the HL lights specified in it, just go to the bottom of the list and add your own specific ones for the NS lights.
    To add your own ones , on a new line type the exact name of the texture then tab accross, and place the 3 RGB values you want for the color of your light. The last number is the brightness, this does not have to be there, but is often used. It is up to you, though testing to decide what brightness level is best. If no number is entered in that space, then the brightness is calculated from the actual colour of the light.

    If you want to create your own  start a new notepad file, add the values and then save it as "yourmapname.rad". Where yourmapname is the name of your map <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    BTW all the rad files have to in the same folder as the compile tools your using like HLRAD and such.

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



    PB, that is a beautifull map, I hope it becomes official someday <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    EVEN flay luvs it!!!!

    oh and i'd get rid of the railing because, not only does it look bad (imho) but it also stops ppl from going down from that area...without jumping :o
  • KnasterbandKnasterband Join Date: 2002-03-13 Member: 312Members
    Great brushwork! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Nec- they could use the stairs.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    <img src="http://pwp.clearsource.net/sloyd/maps/ns_europa_4.jpg" border="0">

    <img src="http://pwp.clearsource.net/sloyd/maps/ns_europa_5.jpg" border="0">

    <img src="http://pwp.clearsource.net/sloyd/maps/ns_europa_6.jpg" border="0">
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    O.O

    oooo.  My only mild criticism is the vent in the 2nd shot... vents that aren't flush with the wall can be very tricky to climb into.  Looks fabulous!
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I'm not a terrible fan of the green lighting in the second shot.  It's just too constant.  There's no difference in the intensity of the color from wall to floor to cieling, but I guess my biggest complaint is that green doesn't really look too good on those pink wall_lab textures.  Also, I think the last shot could be improved by having some light shining on that wall with the windows, because right now it's practically just black.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Coil- yeah, i know, but i =really= wanted a place to use a func_pendulum - the opened grate cover sways slightly, back and forth.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    <img src="http://pwp.clearsource.net/sloyd/maps/ns_europa_5b.jpg" border="0">

    <img src="http://pwp.clearsource.net/sloyd/maps/ns_europa_6b.jpg" border="0">

    Revised lighting.  I worry that the 'porthole room' may be too bright, now...
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    Actually it looks better now, my only complaint are those d6_dust or somthin like that railings..... The brownish color they´ve got doesn´t really fit the pink wall lab textures theme =/
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    I like both those areas much better now, especially the new porthole lighting. It Doesn't look too bright, dark maps where you can't see the details well = bad for both gameplay and visuals imo.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    The porthole room definitely looks much better now.  Don't worry about it possibly being too bright, because it certainly isn't.  There's still sufficient darkness up in the rafters, and the blueness near the windows gives it a darker feel than if it were another color.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    that last pic has some ymmu skulk hiding spots!
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    <img src="http://pwp.clearsource.net/sloyd/maps/ns_europa_7.jpg" border="0">

    <img src="http://pwp.clearsource.net/sloyd/maps/ns_europa_8.jpg" border="0">
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    Everything looks really REALLY good. The only critisism I have for the newest shots is that its a little dark
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    wow. just. wow. that hive would make me run away not attack!!!


    just don't like the green slime in the corner...seems out of place
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i love the shots, but i think the Hive should be a little more lightened. Alien parts have to look dark, but i thinks that's too dark, although maybe its the pic and ingame it works perfectly. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    I was able to get a simulation of the env_gamma to work... I think.  Sort of.

    <img src="http://pwp.clearsource.net/sloyd/maps/ns_europa_9.jpg" border="0">
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    change that wall above the monitors like this, seems like rather heavy infestation and yet it's like a pretty thin layer
    <img src="http://users.pandora.be/piele/ns_europa_9%20copy.gif" border="0">

    and i'd change that net/alien goop thingy texture, a darker green, maybe a dark brown, would look better imho
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    I'm not making any new textures for this map.  Got me into too much trouble last time.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    <!--QuoteBegin--Plaguebearer+Oct. 17 2002,10:50--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Plaguebearer @ Oct. 17 2002,10:50)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I'm not making any new textures for this map.  Got me into too much trouble last time.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    *cough* lazy *cough*
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Has nothing to do with laziness.  If I want this to be official for v2, I have to go with a minimum of new textures.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i think everyone wants to have its map in v2.... and as dev team said long ago....maps have to use the NS.wad textures and not alot of custom ones...
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    <!--QuoteBegin--Plaguebearer+Oct. 17 2002,12:19--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Plaguebearer @ Oct. 17 2002,12:19)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Has nothing to do with laziness.  If I want this to be official for v2, I have to go with a minimum of new textures.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    a joke dear pb <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Looking <b>great</b>, PB, excellent work ^_^
Sign In or Register to comment.