Co_galvanise

SpacerSpacer Invented dogsMembers Join Date: 2003-05-02 Member: 16008Posts: 1,527
edited April 2005 in Mapping Forum
PREVIOUSLY NS_IMPEND LOL
"WORLD. MY FINGER, IS ON THE BUTTON."
Click for new screenies.
Post edited by Unknown User on
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Comments

  • SamRSamR Members Join Date: 2002-09-30 Member: 1382Posts: 552 Advanced user
    edited March 2005
    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... smile-fix.gif

    I kinda prefer the lighting on the left, makes the ship look more old school!
  • ssjyodassjyoda Members, Squad Five Blue Join Date: 2002-03-05 Member: 274Posts: 877 Fully active user
    looks really good.. one thing though, entire rooms lit red, egghh. dont like it. red i dont think should ever be the primary light.
  • MendaspMendasp I touch maps in inappropriate places Valencia, SpainMembers, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer Join Date: 2002-07-05 Member: 884Posts: 4,177 Advanced user
    QUOTE (ssjyoda @ Mar 12 2005, 05:45 PM)
    looks really good.. one thing though, entire rooms lit red, egghh. dont like it. red i dont think should ever be the primary light.

    I agree, too much red.
  • TychoCelchuuuTychoCelchuuu Anememone Members Join Date: 2002-03-23 Member: 345Posts: 10,499
    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.
    QUOTE (MOOtant @ Sep 21 2012, 11:06 AM) »
    What is wrong with being a racist?

  • DEADscottDEADscott Members, Constellation Join Date: 2003-03-29 Member: 15022Posts: 663
    I like it. Very nice.
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  • SpacerSpacer Invented dogs Members Join Date: 2003-05-02 Member: 16008Posts: 1,527
    So basicly loose the red lighting, or at least tone it down a lot? WILL DO FOO.
  • CrispyCrispy Jaded GD Members, Constellation Join Date: 2004-08-22 Member: 30793Posts: 3,225
    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.

  • ThaldarinThaldarin Alonzi! Members, Constellation Join Date: 2003-07-15 Member: 18173Posts: 6,132
    edited March 2005
    Love that node area. However...

    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.
  • GiGaBiTeGiGaBiTe Members Join Date: 2003-10-07 Member: 21489Posts: 1,119 Advanced user
    the water areas remind me of sava. good looking map, and good improvments so far.
    QUOTE (unknown)
    Admiral, why dont we just breach the hull after overriding the automatic hatchlocks closing procedure?

    Last time we did this an onos just put its fat **** inside the hole and lerks just farted a new athmosphere.
    It looked so gross that we decided to never ever do this again.


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  • SpacerSpacer Invented dogs Members Join Date: 2003-05-02 Member: 16008Posts: 1,527
    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.

    ALSO HER AR SUM NU PIX WIT INFESTATION.

    user posted image
    user posted image
    user posted image

    Might well end up removing my infested versions of the light textures, as they look pretty bad D:.
  • GrizzlyGrizzly Members Join Date: 2003-10-27 Member: 22025Posts: 564
  • FooFoo Members Join Date: 2003-07-31 Member: 18632Posts: 70
    edited March 2005
    those red lights... ooof..... mad-fix.gif
  • ZavaroZavaro Tucson, ArizonaMembers, Super Administrators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester, NS2 Community Developer, Pistachionauts Join Date: 2005-02-14 Member: 41174Posts: 758 admin
    Woah. (speechless for 15 minutes...) Go make an NS map.
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  • MoconnorMoconnor Members Join Date: 2002-07-26 Member: 1004Posts: 579 Fully active user
    edited March 2005
    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 smile-fix.gif
    ither than that its looking quite nice spacer, keep at it._
    none
  • ThaldarinThaldarin Alonzi! Members, Constellation Join Date: 2003-07-15 Member: 18173Posts: 6,132
    edited March 2005
    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 tounge.gif

    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.
    Post edited by Unknown User on
  • CrispyCrispy Jaded GD Members, Constellation Join Date: 2004-08-22 Member: 30793Posts: 3,225
    Both the lights in the new pics make baby Jesus cry. Put a stop to his tears please.
  • TequilaTequila Members Join Date: 2003-08-13 Member: 19660Posts: 3,020
    Bit of a rush so no time for proper C'N'C, so I'll break it down into 3 main points:

    - The Chemical Brothers are rubbish.
    - But this map looks lovely.
    - Just a bit less red and a bit more sauce-geometry.
  • mirrodinmirrodin Members Join Date: 2004-06-29 Member: 29621Posts: 503
    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.
  • SpacerSpacer Invented dogs Members Join Date: 2003-05-02 Member: 16008Posts: 1,527
    NEW LIGHTS AHOY.

    user posted image
    user posted image
    user posted image

    And finally, a screenshot from my new map, co_worstglasstextureuseageevr~

    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 http://www.another-world.org.uk/spacer/ns_impend/08.jpg 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).
  • Lt_GravityLt_Gravity Members Join Date: 2003-04-28 Member: 15909Posts: 1,594
    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 smile-fix.gif

    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 -> mad-fix.gif
    perfect for combat though

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  • SpacerSpacer Invented dogs Members Join Date: 2003-05-02 Member: 16008Posts: 1,527
    Ok, so I replaced the area above with a NEW AREA OMG. AND HERE IT IS.

    user posted image
    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:.
  • GrendelGrendel All that is fear... Members, NS1 Playtester, Contributor, NS2 Playtester Join Date: 2002-07-19 Member: 970Posts: 2,268
    Someone been listening to the Chemical Brothers?
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  • SpacerSpacer Invented dogs Members Join Date: 2003-05-02 Member: 16008Posts: 1,527
    user posted image

    Here's where marine start used to be!

    user posted image

    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 sad-fix.gif), but that's simple enough. ONWARD TO THE HIVE/SMALL AREA BEFORE THE HIVE!
  • CrispyCrispy Jaded GD Members, Constellation Join Date: 2004-08-22 Member: 30793Posts: 3,225
    Find some good light textures, ones with textures that don't bring back memories of Apogee classics.
  • brute_forcebrute_force Members, Constellation Join Date: 2003-10-04 Member: 21433Posts: 1,616
    edited March 2005
    REDRUM

    I love it spacer. Seriously, that rocks. Keep it up.

    edit: It'd be nice to see some rooms with taller ceilings though
  • GrizzlyGrizzly Members Join Date: 2003-10-27 Member: 22025Posts: 564
    the first picture on this page is friggin awsome
    its to fking sexy for words, just love the feeling in the screenshot
    so briliant
  • AlcapwnAlcapwn "War is the science of destruction" - John Abbot Members Join Date: 2003-06-21 Member: 17590Posts: 1,965
    This map rocks! (pun intended!) asrifle.gif

    Offical...now! (who needs a playtest??)
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  • CarNagE1CarNagE1 PolandMembers, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester Join Date: 2003-05-14 Member: 16298Posts: 586 Advanced user
    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
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  • SpacerSpacer Invented dogs Members Join Date: 2003-05-02 Member: 16008Posts: 1,527
    user posted image

    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.
  • SlayerXSlayerX PolandMembers Join Date: 2004-03-01 Member: 27028Posts: 39
    I love the way how you mix those lights and everything,
    /me gives Spacer a candy.
    image

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