<!--QuoteBegin-samejima+Sep 21 2004, 10:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (samejima @ Sep 21 2004, 10:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> in the first shot of the node the pipe was big and coverd your whole flat brush now you have a smaller rounder pipe see how it looks with 2 smaller pipes that cover the entier flat brush like the orginal did i can do it in photoshop if needed <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Oh, no, I understand now. Will do! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Bilinear without AF hurts <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin-Soylent green+Sep 22 2004, 04:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Sep 22 2004, 04:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bilinear without AF hurts <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I see no difference but here are some shots with AF at 16x and AA at 8x.
oh man darky... you go away for a while and come back with THIS. thou art a man of tallent. Great color scheming and contrast with well placed textures. diamond pattern usually makes my stomach turn, but you've managed to use it effectively. i likes it. definetly puting that wall texture to good use. it's not used enough, but this will help things along i think. anyway.. i need sleep. good job. based entirely on aesthetics, i would say the map is off to a good start.
having all those computers and chairs on 1 wall doesnt look very good. also that room is an obvious marine heaven <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> but i havent played enough ns recently so cant think of any constructive hints.
except what you COULD do is: oh hell i'll paint it.
this shows the green computer room from top down:
the grey is the floor level, and the white is obviously the level where the rt is. what i thought of was that you lengthen the room as shown by with the broken line. then remove the stairs, lengthen the bottom area as shown in the pic and and make new stairs there.
what i also thought of was to have 2 big... computers or some neat things like that reaching from the floor to the roof, or almost to the roof. think of the computers/hubs that 1 room in co_kestrel.
about the rt, well, i cant think of a good place for it as of now. you can basically choose the rt spot depending on how the room balances: if its close to a hive, make the rt tucked safely behind the computers, if its near the ms but easy skulking ground perhaps put the rt on the floor near the exits to even things out.
<!--QuoteBegin-TOmekki+Sep 23 2004, 06:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Sep 23 2004, 06:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> having all those computers and chairs on 1 wall doesnt look very good. also that room is an obvious marine heaven <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> but i havent played enough ns recently so cant think of any constructive hints.
except what you COULD do is: oh hell i'll paint it.
this shows the green computer room from top down:
the grey is the floor level, and the white is obviously the level where the rt is. what i thought of was that you lengthen the room as shown by with the broken line. then remove the stairs, lengthen the bottom area as shown in the pic and and make new stairs there.
what i also thought of was to have 2 big... computers or some neat things like that reaching from the floor to the roof, or almost to the roof. think of the computers/hubs that 1 room in co_kestrel.
about the rt, well, i cant think of a good place for it as of now. you can basically choose the rt spot depending on how the room balances: if its close to a hive, make the rt tucked safely behind the computers, if its near the ms but easy skulking ground perhaps put the rt on the floor near the exits to even things out. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I'm taking your ideas into consideration, I do agree it is a bit marine-biased ATM but what I am doing is adding 2 vents into this room and, I know it's the typical cover but I've added two crates right by the stairs, these crates will give skulks some nice cover in this relatively wide open room. In the whole map though the vent system will be key, I'm planning a very intricate one that if used properly makes skulks/lerks etc. much more "powerful". And don't forget the cieling, that lip should provide some nice spots for skulky-poos to chill out and wait for marines.
Oh AND the entrance in from MS side is very narrow, a single OC could hold that room for quite some time. (Until the marines come from the other side, get JPs or take down the OC that is.)
be careful with crates, especially in this kind of room with computers and stuff. also keep in mind that dont make crates that are larger than the doorways <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> because that looks silly.
<!--QuoteBegin-TOmekki+Sep 23 2004, 08:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Sep 23 2004, 08:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> be careful with crates, especially in this kind of room with computers and stuff. also keep in mind that dont make crates that are larger than the doorways <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> because that looks silly. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> LOL, good to note but what if the crates were constructed IN THAT VERY ROOM! O_o
Well... the pipes don't work well with commander mode, as I knew they wouldn't... any clever suggestions as to what I should do? If I null the tops of the pipes then things will still be dropped on them, the faces just won't be visible, right?
<!--QuoteBegin-DarkATi+Sep 23 2004, 04:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Sep 23 2004, 04:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well... the pipes don't work well with commander mode, as I knew they wouldn't... any clever suggestions as to what I should do? If I null the tops of the pipes then things will still be dropped on them, the faces just won't be visible, right?
<!--QuoteBegin-brute_force+Sep 23 2004, 10:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Sep 23 2004, 10:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-DarkATi+Sep 23 2004, 04:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Sep 23 2004, 04:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well... the pipes don't work well with commander mode, as I knew they wouldn't... any clever suggestions as to what I should do? If I null the tops of the pipes then things will still be dropped on them, the faces just won't be visible, right?
~ DarkATi <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> func_seethrough? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Does this allow structures to be dropped "through" the pipes?
First of all, I must say I like it. A simple-looking map with good lightning effects, very straight forward - it looks like a space station. Unfortunately it's clean as hell, but since an area can be called "furnace" and be without heaps of dirt I guess it can pass here too <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
On the computer lab area.
The room has a rather generic look to it, with the usual crates and the unfomfortable-looking chairs too close to the work place, which in turn is almost vertical. My neck already hurts. Anyway, regardless of the style of the room in general, it really doesnt look like a computer lab at all. On the game-play aspect of things: the lip should work well, but I have an additional suggestion. There is a small pipe running across the pathway leading to MS, just before the small stairs. If you make it larger a skulk would be able to hide there, in a similar manner as behind the "lip" on the upper part of RR in ns_tanith.
On the room with the pipes (illustrated best in "Shot no 3.").
The lowest of the pipes look like it should break under it's own weight, so some sort of contraption to hold it up would probably be good, as long as it doesnt take to much "visual room" (I havent got that large of a vocabulary in English when it comes to design, sorry).
As I'm not a mapper myself I cant comment on the work other than as a potential player. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Well I must admit I like it a lot - the lighting is perfect and it has a nice atmosphere about it. Keep up the good work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I think it would add something to the scene if you chopped up those overlays to "turn off" some of those monitors. may or may not make sense depending on the texture, but it sure would cut down on the glaring wall of doom that you have.
the computer screens are awesome, though the rooms thus far don't seem to have a lot of functionality. On the other hand I can't think of any NS maps that were design with functionality even as an afterthought...so this is good.
<!--QuoteBegin-frostymoose+Sep 23 2004, 04:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (frostymoose @ Sep 23 2004, 04:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> On the other hand I can't think of any NS maps that were design with functionality even as an afterthought... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> [OT] My i suggest to you the beautiful ns_eon, by my good friend Olmy.. it's frickin fantastic. All the rooms have purpous and props to convey that feeling of purpous. [OT]
I still think that computer area is too bright man.. Shadows? Please? I love shadows... you can make them colored if you like.. but please make them low intensity..... i like that you toned down the green for me though, and that helps. just a little more work and i think it will create an overall better feeling.
so far so good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> keep it up
Comments
Oh, no, I understand now. Will do! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
~ DarkATi
Fueling & Storage
~ DarkATi
~ DarkATi
I see no difference but here are some shots with AF at 16x and AA at 8x.
~ DarkATi
~ DarkATi
LOL, toned down green, just for you Belg... well, all our eyes as well. ^_^
~ DarkATi
~ DarkATi
except what you COULD do is: oh hell i'll paint it.
this shows the green computer room from top down:
the grey is the floor level, and the white is obviously the level where the rt is. what i thought of was that you lengthen the room as shown by with the broken line. then remove the stairs, lengthen the bottom area as shown in the pic and and make new stairs there.
what i also thought of was to have 2 big... computers or some neat things like that reaching from the floor to the roof, or almost to the roof. think of the computers/hubs that 1 room in co_kestrel.
about the rt, well, i cant think of a good place for it as of now. you can basically choose the rt spot depending on how the room balances: if its close to a hive, make the rt tucked safely behind the computers, if its near the ms but easy skulking ground perhaps put the rt on the floor near the exits to even things out.
except what you COULD do is: oh hell i'll paint it.
this shows the green computer room from top down:
the grey is the floor level, and the white is obviously the level where the rt is. what i thought of was that you lengthen the room as shown by with the broken line. then remove the stairs, lengthen the bottom area as shown in the pic and and make new stairs there.
what i also thought of was to have 2 big... computers or some neat things like that reaching from the floor to the roof, or almost to the roof. think of the computers/hubs that 1 room in co_kestrel.
about the rt, well, i cant think of a good place for it as of now. you can basically choose the rt spot depending on how the room balances: if its close to a hive, make the rt tucked safely behind the computers, if its near the ms but easy skulking ground perhaps put the rt on the floor near the exits to even things out. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I'm taking your ideas into consideration, I do agree it is a bit marine-biased ATM but what I am doing is adding 2 vents into this room and, I know it's the typical cover but I've added two crates right by the stairs, these crates will give skulks some nice cover in this relatively wide open room. In the whole map though the vent system will be key, I'm planning a very intricate one that if used properly makes skulks/lerks etc. much more "powerful". And don't forget the cieling, that lip should provide some nice spots for skulky-poos to chill out and wait for marines.
Oh AND the entrance in from MS side is very narrow, a single OC could hold that room for quite some time. (Until the marines come from the other side, get JPs or take down the OC that is.)
~ DarkATi
LOL, good to note but what if the crates were constructed IN THAT VERY ROOM! O_o
~ DarkATi
~ DarkATi
~ DarkATi
~ DarkATi <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
func_seethrough?
~ DarkATi <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
func_seethrough? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Does this allow structures to be dropped "through" the pipes?
~ DarkATi
~ DarkATi
On the computer lab area.
The room has a rather generic look to it, with the usual crates and the unfomfortable-looking chairs too close to the work place, which in turn is almost vertical. My neck already hurts. Anyway, regardless of the style of the room in general, it really doesnt look like a computer lab at all. On the game-play aspect of things: the lip should work well, but I have an additional suggestion. There is a small pipe running across the pathway leading to MS, just before the small stairs. If you make it larger a skulk would be able to hide there, in a similar manner as behind the "lip" on the upper part of RR in ns_tanith.
On the room with the pipes (illustrated best in "Shot no 3.").
The lowest of the pipes look like it should break under it's own weight, so some sort of contraption to hold it up would probably be good, as long as it doesnt take to much "visual room" (I havent got that large of a vocabulary in English when it comes to design, sorry).
As I'm not a mapper myself I cant comment on the work other than as a potential player. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
[OT] My i suggest to you the beautiful ns_eon, by my good friend Olmy.. it's frickin fantastic. All the rooms have purpous and props to convey that feeling of purpous. [OT]
I still think that computer area is too bright man.. Shadows? Please? I love shadows... you can make them colored if you like.. but please make them low intensity..... i like that you toned down the green for me though, and that helps. just a little more work and i think it will create an overall better feeling.