Wip: Ns_tigra

MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
<div class="IPBDescription">screens of preliminary compile</div> I jumped right in to something new after learning many leasons with Flint. I have enough of the map compiled to show some screens of my progress on this new project

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Marine start<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

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"Fork in the road" from marine start<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

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Another "fork in the road" from marine start<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

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Main halls from marine start. They include a vent way(center bulge from ceiling) for alien use.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

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A room with the marine's first resource node. I didn't get the lighting at first go, but I'll sure get the second time<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

Comments

  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Pretty nice work. I especially like how the recessed lights look and that's a nice texture for the computer monitor. Also some very nice brush work although the map needs a bit of color since it seems to have the same ambiant light everywhere.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    a Sir_Pepe admirer methinks?
    looks good, but as my friend said, you need more variation in lighting. it's <i>really</i> bland at the moment. put little spots of color around and larger pockets of colored lighting in alcoves and such. also, some of the brushwork looks very rudimentary. put some more detail into it and make it look less boxy (particularly those machines with the yellow texture)
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    edited September 2004
    lighting is a little boring as of now.

    edit: looks like it's a common sentiment...that said I think it's also lacking in ... stuff. seems like there are precious few places to ambush from with mr. skulk.
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    methinks lighting needs fixing, maybe less white and more bling bling?

    however, the architecture is nice! me likes! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • KezeiKezei Join Date: 2003-09-23 Member: 21127Members, Reinforced - Gold
    I agree with the rest, I think the lighting could use some work.. But I love the brush work, especially in the first picture.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    MS definitely needs colour, and lose the rail texture in there too, it lacks detail and just sticks out like a sore thumb.
  • KezeiKezei Join Date: 2003-09-23 Member: 21127Members, Reinforced - Gold
    edited September 2004
    <!--QuoteBegin--[Kobayashi+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-[Kobayashi)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-,Sep 30 2004, 07:22 AM] MS definitely needs colour, and lose the rail texture in there too, it lacks detail and just sticks out like a sore thumb. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I disagree, I like the wy he's done marine start; from what we see in the one picture. (other than the need for more diverse lighting.)
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    You have to be joking, it looks like the TSA builders were under-staffed and the foreman had to give his 6 year old son the task of making a rail, armed only with Lego bricks...
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    LOL.

    I think it doesnt need removing, just improving - a more detailed texture on it, the rail looks too bland and...lego-like...at the moment.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    <!--QuoteBegin--[Kobayashi]-+Sep 30 2004, 06:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-[Kobayashi]- @ Sep 30 2004, 06:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You have to be joking, it looks like the TSA builders were under-staffed and the foreman had to give his 6 year old son the task of making a rail, armed only with Lego bricks... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    agreed
  • KezeiKezei Join Date: 2003-09-23 Member: 21127Members, Reinforced - Gold
    edited September 2004
    <!--QuoteBegin-AlienCow!+Sep 30 2004, 01:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AlienCow! @ Sep 30 2004, 01:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> LOL.

    I think it doesnt need removing, just improving - a more detailed texture on it, the rail looks too bland and...lego-like...at the moment. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Sorry, I was a bit vague, I like the look of the ms, but I do have to agree with Kobayashi on the railing, It's too plain.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    Yeah I know the lighting is bland and shows in some areas. Since the post I made a lot of tweaks that has made the map MUCH nicer. MS railing were 8 units, and are now 4 units(smaller is better and doesnt stick out so bad now)

    Hall lighting brightness increased. MS room now has "light butter" colored accent lights from the upper wall trim/ceiling angled down. The "gen room"(with those yellow things) is darker now and sports red accent lights on parts of the walls and behind the silver pipes. I also included lights on the stairs in there(not seen in picture) like in the Hera ready room almost.

    and Belgarion, I have no idea who Sir_Pepe is <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • raqualevangelraqualevangel Join Date: 2004-02-11 Member: 26435Members
    i dont think im used to seeing ns2.wad yet. it just seem strange for a ns_map. although i think your map could be the one that gets me used to it. architecture and texturing is nice. just add more variation and contrast to lighting. aka broken lights, less bounce maybe, no ambient light, etc.
  • Minotaur0Minotaur0 Join Date: 2004-09-30 Member: 32017Members
    Cool brushwork and texture usage but the lighting really needs more work. Make it darker and vibrant.
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