<div class="IPBDescription">PREVIOUSLY NS_IMPEND LOL</div> <a href='http://www.unknownworlds.com/forums/index.php?showtopic=89997&view=findpost&p=1441854' target='_blank'>"WORLD. MY FINGER, IS ON THE BUTTON."</a> Click for new screenies.
Wow, beautiful texturing, everything looks to precise.
I'm very impressed. I never check the post your screenies thread, maybe I ought to some time... <!--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 kinda prefer the lighting on the left, makes the ship look more old school!
<!--QuoteBegin-ssjyoda+Mar 12 2005, 05:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ssjyoda @ Mar 12 2005, 05:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> looks really good.. one thing though, entire rooms lit red, egghh. dont like it. red i dont think should ever be the primary light. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I agree, too much red.
As far as lighting, I'd go old new old new, but in the fourth picture that skylight's a bit too bright for my tastes. Other than that, I love you can I have your babies etc. Beatuiful work.
Yes, tone it down a lot. I also agree with Tycho 100% on the lighting.
I'll assume those boxes aren't floating and that there's glass underneath them.
The pillars in the penultimate pic have footlights that look very out of place. I'd edit the texture to make them look blue, which would also make more sense vis a vis the colour scheme.
The 'scuttle' monitor just look horrible and are almost as repeatitive as half the architecture. The repeatitveness seems to take away a sense of orginality in areas of the map and the map as a whole. The red 'trn' light texture is extremely boring and repeatitive too. Those crates also look like they would realistically fall in to the liquid, it may just be the angle from the screenshot. Although I suggest slightly moving them away from the liquid. Oh and tone the red light down!
EDIT: Ceilings are rather flat, dull, lifeless and grey. Add some light sources on ceilings, and maybe some light_spots too.
Crisp: YOU ASSUMED RIGHT. It's just that weird ns glass texture that is hardly visible, I'll probably end up changing it :\.
Thursday: 1: More texture work D: 2: I dunno... I thought that was what's called a "theme". 3: Ok. 4: If I moved them off the glass and onto the walkway, then people wouldn't be able to get past :O. 5: I did already say I was taking care of that. 6: Simon Cowell can't sing.
GiGaBiTe: Might have to change that area a bit then.. it does look a lot like sava. Probably because Mendasp let me use the water texture :O.
those red lights... ooof..... <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
The HUGE SQUARE red lights are ugly, make them smaller and less frequent please.
I think thaldarins trenm of repetitiveness might refer to the same "wall" architecture you seem to be using on both sides \ / | \ / not very accurate but you get the picture?
you should try make an overlay for your infested light texture then it wouldnt look so bad, id say it would actually look rather fetching <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> ither than that its looking quite nice spacer, keep at it._
I see where you are trying to intend a theme Spacer but for me there is a slight difference and a very fine line in repeatitiveness and a theme.
For example Eclipse & Veil use almost exactly the same texture set, not ultimately repeatitive but has a strong theme through out. Texture variation and slight architectural changes seem to create a theme rather than the mood of repeatitiveness. I feel you could benefit from that.
Not the best explanation, I did find it rather hard to explain a fine line between the two, although hopefully it helped. Nice infestation in that final screenshot too.
Edit: I think the Simon Cowell thing that was being get at is:
1) Simon Cowell isn't the best for practice in the field he critics. 2) He's a harsh critic, helpful but harsh. 3) He's an ***hole with the way he words stuff.
A rather 'likeness' with me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Edit 2: Ah never noticed the glass those crates were sitting on, good to see you're also going to change the texture somewhat to make it clearer soon.
It looks pretty nice, but sometimes I feel like some rooms are too small (not height -wise) for the marines and sometimes I feel the hallways are to long for the aliens.
Which I'll probably end up rebuilding because it's a stupid area anyway.
I also added more protection for the skulks hiding above <a href='http://www.another-world.org.uk/spacer/ns_impend/08.jpg' target='_blank'>http://www.another-world.org.uk/spacer/ns_impend/08.jpg</a> and changed the glass texture so you can see where it is.
Now I gotta...
1: MAEK NEW GLASS TEXTURE D: 2: Fix my infested vent texture (it's not seethrough still).
btw I hate it when people use the expression "lol" as part of an writen text, ergo as word. *points at thread explanation*
never thought spacer could do such awesome work. I was wrong <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
and this "red room": tone done the red value in the lights so it gets more orange. personally like it very much, a room that creates agression -> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo--> perfect for combat though
HERE IS TEH NEW ONE. I've gotta fix the glass as to not be so eyeburningly bright (had it set to Additive 255 <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->), but that's simple enough. ONWARD TO THE HIVE/SMALL AREA BEFORE THE HIVE!
It realy look nice you should work some on the playablility there are a lot of thing laying on the floor it will slow down aliens (no bh), WOrk some on the hiding spots for skulks more dark spots etc. Keep up the great work
Comments
I'm very impressed. I never check the post your screenies thread, maybe I ought to some time... <!--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 kinda prefer the lighting on the left, makes the ship look more old school!
I agree, too much red.
I'll assume those boxes aren't floating and that there's glass underneath them.
The pillars in the penultimate pic have footlights that look very out of place. I'd edit the texture to make them look blue, which would also make more sense vis a vis the colour scheme.
The 'scuttle' monitor just look horrible and are almost as repeatitive as half the architecture. The repeatitveness seems to take away a sense of orginality in areas of the map and the map as a whole. The red 'trn' light texture is extremely boring and repeatitive too. Those crates also look like they would realistically fall in to the liquid, it may just be the angle from the screenshot. Although I suggest slightly moving them away from the liquid. Oh and tone the red light down!
EDIT: Ceilings are rather flat, dull, lifeless and grey. Add some light sources on ceilings, and maybe some light_spots too.
Thursday: 1: More texture work D: 2: I dunno... I thought that was what's called a "theme". 3: Ok. 4: If I moved them off the glass and onto the walkway, then people wouldn't be able to get past :O. 5: I did already say I was taking care of that. 6: Simon Cowell can't sing.
GiGaBiTe: Might have to change that area a bit then.. it does look a lot like sava. Probably because Mendasp let me use the water texture :O.
ALSO HER AR SUM NU PIX WIT INFESTATION.
<img src='http://www.another-world.org.uk/spacer/ns_impend/11.jpg' border='0' alt='user posted image' />
<img src='http://www.another-world.org.uk/spacer/ns_impend/10.jpg' border='0' alt='user posted image' />
<img src='http://www.another-world.org.uk/spacer/ns_impend/12.jpg' border='0' alt='user posted image' />
Might well end up removing my infested versions of the light textures, as they look pretty bad D:.
I think thaldarins trenm of repetitiveness might refer to the same "wall" architecture you seem to be using on both sides
\
/
|
\
/
not very accurate but you get the picture?
you should try make an overlay for your infested light texture then it wouldnt look so bad, id say it would actually look rather fetching <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
ither than that its looking quite nice spacer, keep at it._
For example Eclipse & Veil use almost exactly the same texture set, not ultimately repeatitive but has a strong theme through out. Texture variation and slight architectural changes seem to create a theme rather than the mood of repeatitiveness. I feel you could benefit from that.
Not the best explanation, I did find it rather hard to explain a fine line between the two, although hopefully it helped. Nice infestation in that final screenshot too.
Edit: I think the Simon Cowell thing that was being get at is:
1) Simon Cowell isn't the best for practice in the field he critics.
2) He's a harsh critic, helpful but harsh.
3) He's an ***hole with the way he words stuff.
A rather 'likeness' with me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Edit 2: Ah never noticed the glass those crates were sitting on, good to see you're also going to change the texture somewhat to make it clearer soon.
- The Chemical Brothers are rubbish.
- But this map looks lovely.
- Just a bit less red and a bit more sauce-geometry.
<img src='http://www.another-world.org.uk/spacer/ns_impend/13.jpg' border='0' alt='user posted image' />
<img src='http://www.another-world.org.uk/spacer/ns_impend/14.jpg' border='0' alt='user posted image' />
<img src='http://www.another-world.org.uk/spacer/ns_impend/15.jpg' border='0' alt='user posted image' />
And finally, a screenshot from my new map, co_worstglasstextureuseageevr~
<img src='http://www.another-world.org.uk/spacer/ns_impend/16.jpg' border='0' alt='user posted image' />
Which I'll probably end up rebuilding because it's a stupid area anyway.
I also added more protection for the skulks hiding above <a href='http://www.another-world.org.uk/spacer/ns_impend/08.jpg' target='_blank'>http://www.another-world.org.uk/spacer/ns_impend/08.jpg</a> and changed the glass texture so you can see where it is.
Now I gotta...
1: MAEK NEW GLASS TEXTURE D:
2: Fix my infested vent texture (it's not seethrough still).
never thought spacer could do such awesome work. I was wrong <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
and this "red room": tone done the red value in the lights so it gets more orange. personally like it very much, a room that creates agression -> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
perfect for combat though
<img src='http://www.another-world.org.uk/spacer/ns_impend/19.jpg' border='0' alt='user posted image' />
<img src='http://www.another-world.org.uk/spacer/ns_impend/18.jpg' border='0' alt='user posted image' />
From "co_omgthisglasssucks" to "co_someoneurinatedinmywater:(" :O.
I'm getting the feeling I'll have to brighten up the entire map soon though. AND rebuild marine start D:.
Here's where marine start used to be!
<img src='http://www.another-world.org.uk/spacer/ns_impend/21.jpg' border='0' alt='user posted image' />
<img src='http://www.another-world.org.uk/spacer/ns_impend/23.jpg' border='0' alt='user posted image' />
HERE IS TEH NEW ONE.
I've gotta fix the glass as to not be so eyeburningly bright (had it set to Additive 255 <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->), but that's simple enough. ONWARD TO THE HIVE/SMALL AREA BEFORE THE HIVE!
I love it spacer. Seriously, that rocks. Keep it up.
edit: It'd be nice to see some rooms with taller ceilings though
its to fking sexy for words, just love the feeling in the screenshot
so briliant
Offical...now! (who needs a playtest??)
Messed with some custom joins to avoid having to do the hive D:.
The RR is done now though, so... THERE'S NOTHING FOR IT NOW. GOTTA DO THAT HIVE.
/me gives Spacer a candy.