Ns_frigid

2

Comments

  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    another hive approach.

    <img src='http://www.terminus-discord.com/~mouse/ns_frigid0010.jpg' border='0' alt='user posted image' />

    <img src='http://www.terminus-discord.com/~mouse/ns_frigid0011.jpg' border='0' alt='user posted image' />
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    edited June 2005
    What is it about the environment of this map that gives it a lot of curvy unadorned hallways with insets at the top that snake in different directions? It looks interesting (although the lack of anything but light entities really shows, I think) but I'm not convinced that its a real place yet.
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    edited June 2005
    yeah there doesnt seem to be anything here... maybe some genitals would add some interest?
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Haven't done that room yet frostymoose.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--QuoteBegin-moultano+Jun 22 2005, 11:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 22 2005, 11:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What is it about the environment of this map that gives it a lot of curvy unadorned hallways with insets at the top that snake in different directions? It looks interesting (although the lack of anything but light entities really shows, I think) but I'm not convinced that its a real place yet. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Agreed. It's a nice experiment but sooner or later you'll retread the path of texlighting.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--QuoteBegin-Crispy+Jun 23 2005, 02:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Jun 23 2005, 02:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-moultano+Jun 22 2005, 11:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 22 2005, 11:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What is it about the environment of this map that gives it a lot of curvy unadorned hallways with insets at the top that snake in different directions? It looks interesting (although the lack of anything but light entities really shows, I think) but I'm not convinced that its a real place yet. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Agreed. It's a nice experiment but sooner or later you'll retread the path of texlighting. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Goodness me, hallways
    God forbid we build hallways
    It ruins the map
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--QuoteBegin-Crispy+Jun 23 2005, 08:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Jun 23 2005, 08:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-moultano+Jun 22 2005, 11:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 22 2005, 11:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What is it about the environment of this map that gives it a lot of curvy unadorned hallways with insets at the top that snake in different directions? It looks interesting (although the lack of anything but light entities really shows, I think) but I'm not convinced that its a real place yet. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Agreed. It's a nice experiment but sooner or later you'll retread the path of texlighting. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I actually prefer using point lights to texlighting. It gives you more control of how the face is lit (fullbright faces ftl) and the light cast by it.

    In other news, I've started work on the 2nd hive.
  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
    Imagine marine duckjump on the upper catwalks... one wrong jump and... oops *splat* eheheheh

    Nice map so far mouse, keep up the good work. Yes some of the architecture is a bit square along with the rocks but thats all good.
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    Trims are your friend
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    Reminds me of Unreal Tournament (99, not the 2000 series). Its the lighting and the grey everywhere.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-moultano+Jun 22 2005, 11:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 22 2005, 11:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What is it about the environment of this map that gives it a lot of curvy unadorned hallways with insets at the top that snake in different directions? It looks interesting (although the lack of anything but light entities really shows, I think) but I'm not convinced that its a real place yet. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ... because there is not much to see atm besides curvey, grey walls, ceiling and a floor.

    some people may ask you why you posted this shots, mouse. take your time and work out some nice details, THEN you will get useful feedback. this hallways just look plain atm.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    What do you suggest in the way of detail?
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited June 2005
    Have some computer/viewscreen cutouts or just indentation in the walls, maybe with uplighting to break them up a bit. Trim the floor grating where it needs it.

    The first 3 shots are great but the grey corridor shots look plain, which is to do with the lighting/colour use and the flatness in the horizontal. The general curvey stuff is interesting but I think some lighting could accentuate it and bring them to life a bit.

    I also think that a grate across the upper trough in the snake sections with some coloured lighting would be nice, but that is most probably more of a personal style choice.
  • TalTal Join Date: 2005-02-23 Member: 42223Members
    edited June 2005
    those hallways are ganna be pretty harsh for fades, especially outside a hive where marines are probably going to be sieging - really good looking so far though
  • J_D_WJ_D_W Join Date: 2003-05-22 Member: 16598Members
    The map looks very nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Oh look, screenshots.

    <img src='http://www.terminus-discord.com/~mouse/ns_frigid0013.jpg' border='0' alt='user posted image' />

    <img src='http://www.terminus-discord.com/~mouse/ns_frigid0014.jpg' border='0' alt='user posted image' />

    <img src='http://www.terminus-discord.com/~mouse/ns_frigid0015.jpg' border='0' alt='user posted image' />
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    OMG Brilliant posting +1 <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • AlxyAlxy Join Date: 2003-11-26 Member: 23578Members, NS1 Playtester
    Very nice <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    its ok, but I think the lighting looks way too uniform.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited July 2005
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
    could you elaborate?
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    i don't like the concept of the blue looking hallways, the caveways are briliant and generaly awsome, but the blue flat walled hallways are just boring
    the blue light improve them a lot from previus pictures, but it still feels to empty and ":,/" when you compare them to the rest of the map

    skip the blue flat hallways, stick to awsome pipes, grates and rockwalls
    and have a cookie
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    The rooms are all lit with for the most part, a single color of light, from a single light source, that falls over all of the objects in the room pretty uniformly, and the end result looks monochromatic. I think if you are going to stick with purely using light entities, you need to work in something to produce a greater variation in tone.

    For instance, in the blue grey room, everything looks blue grey. The transition is nice, but in the orange room, everything looks orange. Everything is just various shades of the same lighting color. There is variation in intensity, but not color, and there isn't much variation in intensity. If you took some of those shots, converted them to greyscale, and then changed the color balance to whatever the lighting color is, they would look the same.
  • mrinsanemrinsane Join Date: 2004-06-21 Member: 29448Members
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    i am exstreamly impressed maus
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited July 2005
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    edited July 2005
    It's looking much better now. Still, I can't say the texture with all the horizontal lines fits in with the rest.

    p.s. Your avatar is awesome. Where is it from?
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    it's from a pre 1.0 screenshot of the eclipse marine start.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited July 2005
    What I've done thusfar. Expect screenies of the central hive and marine start as soon as I get my net working.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited July 2005
    It looks like aliens will have a hard time * manoeuvring of what you have posted so far Mouse.
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    i don´t think so, if aliens use the vents wiseley (as they should on any map) they can get very fast around the map.
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