Finally! those new ns_veil screens

KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
Finally got those FTP issues worked out, so here we are:

<img src="http://planethalflife.com/awmaps/teaser_pics/veil_teaser7_big.jpg" border="0"><img src="http://planethalflife.com/awmaps/teaser_pics/veil_teaser8_big.jpg" border="0">
<img src="http://planethalflife.com/awmaps/teaser_pics/veil_teaser9_big.jpg" border="0"><img src="http://planethalflife.com/awmaps/teaser_pics/veil_teaser10_big.jpg" border="0">
<img src="http://planethalflife.com/awmaps/teaser_pics/veil_teaser11_big.jpg" border="0"><img src="http://planethalflife.com/awmaps/teaser_pics/veil_teaser12_big.jpg" border="0">

I'm aware of the lack of a light source for the spotlights, I'm currently figuring out exactly how I want to deal with this.

The first shot is what will become a hive room (bring on the infestation, baby&#33<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->, the second shows an area behind the infamous overlook, and the third shows an area just a little further into the complex looking back at one of the corridors I showed a while back.

The remaining 3 shots are Ready Room shots. That's a nice little steam/mist particle system dropping from the spectator ladder.

Criticisms are not requested, they are required. Tear these apart. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

Comments

  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks great. Love the high contrast. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    The criticism you are ever so politely demanding:

    - My biggest gripe with the new hive area, and the readyroom is that the texturing style doesn't really match the rest. It doesn't look like the same place. I bet you can gradually blend the change in real nicely though.

    - There is a newer texture that you can replace the "Spectate" sign with. It's written the same as the others now, and it says "Observe Match" or "Observe Game", or something.

    - I notice the new blue accents you mentioned before (or are these not?). Do you still have the red accents in the overlook area? I really liked that.

    - That third shot (middle, left) just plain rocks... no criticism here. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    It looks good and I'm sure it'll play very well, maybe some coloured lights, as it all seems a bit gray, and I guess it could use some more detail, add some dripping water, some steam etc.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I've already given you some stuff, but I'll look a little closer now that I'm trying to stay away from homework for as long as possible.

    1st pic:  I'm not sure if it's the texture on the wall/ceiling, but is that a sort of upper level on the far left?  if not, it would be a great way to add another dimension to the combat in here, because you did say it would be a hive room.  And I also just noticed the elevated platform in the back there.  Nice job on that one. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    2nd pic:  Just make sure there's something cool behind that red grating on the wall.

    3rd pic:  Um, maybe add some napkins and towels so it'll be easier to clean up the drool.

    Readyroom:  All the lights in those little recesses on the sides appear to be off, yet are still casting light.  Brighten that texture somehow.  Maybe make the ground under the spectator join area spotlit as well, or at least a little brighter than the surrounding area, because the particles seem to be implying a "light at the end of the tunnel" kind of effect.

    In General:  I really like the lighting in here.  Spot lights rock.  The way you've stuck the lighting into the walls rocks.  The contrast rocks.  Your use of particles is lacking.  Personally, I love particle systems, and I can only see the one, and it's somewhat depressing.  I'm not saying stick them everywhere, but make sure you have some in your map (water dripping off of alien infestation, various nonaccessable vents exhaling steam or smoke, etc.).  And, uh, good luck next week, and hopefully you'll be finished very soon.  We all want to play this map.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    That kind of statment is liable to leave you with a bruised ego.

    Top-right: same (or very similar) texture on floor & ceiling doesn't look right to me.  General lack of detail in the floor and ceiling in that shot.

    Middle-Left: Mmmm <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    Readyroom: Maybe just be brightness setting but the join signs just seem to be floating in this big empty room with no aparent 'entrances'.  I think you should add more freestanding details in there.

    Enough to keep you going I think...
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    easy to brighten light fixtures, just add a 1 thick brush with the same texture on the front side (with null or something on the other 5) and make it a func_illusionary with the render mode additive and the amount at 255, makes em bright w/o a light brightening areas aroud it.
  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    " and make it a func_illusionary with the render mode additive and the amount at 255, makes em bright w/o a light brightening areas aroud it."

    Yer but its will increase the apparent contrast of the texture - and make it look blured

    Edit sorry didn't read that right - I thought you ment wall textures.
    Its a very good idea to make light textures out of single face light fixture textures, its how I did nealy all the lighting in my latest demo map.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    erm, so was it a good idea or not? (it seems to work well for me . . .)
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Mu_ and Black Wolf:
    I'm quite familiar with that method of lighting/accenting, don't worry. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> The only reason I haven't implemented it yet is due to the fact that I'm wondering if I can get a better appearance without having to add brush entities (which I probably won't, so I don't know why I'm bothering with this comment, heh...)

    Greedo:
    Yes, that's a pair of upper balconies. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I'll see what I can manage behind the grating. Already commented on the light sources... As far as particle systems go, I'll be including plenty more, it's just that spectator one is the only one I've managed to go about adding. Don't worry -- I love the particle systems, too, so you'll see more of those. Definitely something I should be able to stick in next week, if not sometime this week. Also, good idea about the spectator join lighting. I'll try that out.

    Interfector:
    Good comment with the colored lighting, I seem to have shied away from that recently... I've got a few colored highlights here and there, but not nearly enough... I'll get right on that.

    Ken:
    The blue highlights are the area where I used to have the red insets. I didn't think those felt right in there, but if people like 'em, I can easily re-incorporate that. Regarding the textures matching, that side of the map has a fairly different texturing style (more of a cargo area than an actual base); the area leading up to the cargo bay there is in the same texture style as the ready room. I've used the ready room with the textures of the overlook area as well, so that's by no means finalized. Unfortunately, there's very few textures for each texture group I'm using here, and that makes me really paranoid about redundancy issues. Oh, and, ah... Greedo pointed out that newer spectator texture in IRC... I felt kinda dumb for overlooking that.

    Thanks for the comments, and I'm glad everyone seems to like shot number 3. One of my friends who doesn't even own HL was thoroughly impressed by that shot, too... I may have to add more focus to that area.
    Feel free to add more comments if you see anything else that needs work.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Great lighting, very snazzy.  I think you could use some more detail though, as a lot of the areas feel a bit empty.  Nice!
  • BananBanan Join Date: 2002-02-22 Member: 235Members
    HOLY MOLY! SWEEEET! that map was sweeeet! (says me as a n00b mapper)
    sweeeeeeet! lol
  • Stupid_PinkyStupid_Pinky Join Date: 2002-02-09 Member: 187Members
    I wouldnt worry about detail at this moment, looks like a early build to work out the layout, hence saying the lack of light sources.  
    Very moody lighting, and superb architecture <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    very nice, once again KFS <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> as with all of your other maps, i like....a lot!

    gg ns_veil <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    man this map is from March or May....it died and changed to ns_eclipse as far as i know. let the thread die in peace.....
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Necro-: ...  

    ...

    <!--emo&::asrifle::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/asrifle.gif" border="0" valign="absmiddle" alt='::asrifle::'><!--endemo-->
This discussion has been closed.