Ok here's the theme/style i settled for

nrbynrby Join Date: 2002-03-05 Member: 270Members
I've been tweaking it for a few hours an i'm really happy with its ambience.

<img src="http://csnation.counter-strike.net/barney/personal/ns_vf0000.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_vf0001.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_vf0002.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_vf0003.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_vf0006.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_vf0007.jpg" border="0">
«1

Comments

  • UnCriticalUnCritical Join Date: 2002-01-25 Member: 73Members, Constellation
    Looks damn good! V nice geometry.
    Are you gonna stick handrails on the above floor or not? I would put some ahndrails but leave a gap so players can jump down if they want.
    The edging around the floor is a great touch.
    The lighting is good but seems to me like it needs something a extra, i would love to see the 'personelle corridor' signs stop emitting their own light and put a spotlight pointing down at them.

    Oh and is this corridor near the marine base? cos looking at it bob would have a hard time wall climbing with any speed here.
  • SpoogeSpooge Thunderbolt missile in your cheerios Join Date: 2002-01-25 Member: 67Members
    I like it.  Has a very industrial feel.  The only thing I've noticed is the signs.  It's "PERSONNEL" not "PERSONELL".  Hopefully it's not a big issue.  If it's an issue at all.  Otherwise, it looks great!
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Ya i'll add some rails. The corridor is pretty close to the hive, its designed to give the aliens a better chance of defence (in the layout im planning)they can ambush the marines before they get to jumppack tech levels

    <img src="http://csnation.counter-strike.net/barney/personal/ns_choke.jpg" border="0">
  • InfinityInfinity And beyond&#33; Join Date: 2002-01-25 Member: 50Members
    i pheer the r_speeds here...

    other than that, lightning ofcourse needs work

    like your style, looks cool

    keep it up!
  • UnCriticalUnCritical Join Date: 2002-01-25 Member: 73Members, Constellation
    Just one question i forgot to ask, can the commander see all the way underneath the walkway?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Just what I was wondering about those bridges.

    Are all those hazard stripe bits slanted?  Looks that way in the unlit shot, but not in the others...
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    <!--QuoteBegin--UnCritical+Mar. 13 2002,15:27--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (UnCritical @ Mar. 13 2002,15:27)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Oh and is this corridor near the marine base? cos looking at it bob would have a hard time wall climbing with any speed here.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    This is actually a really good point. The Lev1 wall-crawlers are going to have a hard time making around those 90-Degree bends in the upper area. Maybe slant them slightly?
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    you mean the bulkheads?
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    looks good.  i also think that base by the floor looks really cool.  might need some work on the texture alignment in that pic from wc there...
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Looking good.  The level-over-level stuff makes me a little antsy though and I think you could jack up the contrast even more.  I think if you keep your overall feel with the spotlights and areas fading in and out of light but crank it up a little hotter, it would be awesome.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Errr, well a bulkead is a wall, actually. I mean these edges here:
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I don't see any problems with that set up and the wall running alien.  Just run along the edge and drop onto that little ledge.  Then dart-strafe across the hall and dive out onto the wall on the opposite side.  I think it'd be pretty cool, actually.  But then, I'm sure that not everyone will be able to does those kinds of maneuvers, though it's their own fault.  <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->

    And on the whole, I really like the improvement in the atmosphere over the other shots you just posted.  I do think that the lighting could be more contrasting.  Also, as good as those signs are, they seem a bit repetitive.  Maybe you're just showing the same pair of signs over and over again, but I don't think you need more than two of them either way.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I like this even better than the last one. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    hard to climb? isn't bobby (ha! even worse&#33<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> gonna get some better climbingcode? similar to avp, when the screen atleast turns around when your'e upsidedown?
  • KnasterbandKnasterband Join Date: 2002-03-13 Member: 312Members
    <!--QuoteBegin--doctopepa+Mar. 13 2002,23:02--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (doctopepa @ Mar. 13 2002,23:02)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->hard to climb? isn't bobby (ha! even worse&#33<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> gonna get some better climbingcode? similar to avp, when the screen atleast turns around when your'e upsidedown?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I like the current way of climbing, but Bob could use some better aircontrol so he could "sidestrafe-glide" around those edges <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    I'm not saying you can't, I'm just saying it will be somewhat difficult. A skilled wall-climber can go almost anywhere; the problem is, most people who initially play this map (with this 'alien highway' designed for their use) are going to have some trouble, which may kill the map's reputation before it gets a chance to establish itself...
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    that i don't care about since i rather see more serious players than newbies wen i finally get to frag. i meant it looks UGLY (ducks and cover) and is unrealistic and generally akward. (runs and hides and all that)
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Just remember that you will also be one of these newbies the first time you play this map. Unlike most mods, this one will be leveling the skill playing field quite a bit, as many of your old FPS tactics will no longer apply, or be downright counterproductive...
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    yes but so will everyone else from the start:)

    exept the beta testers!! arg!
  • Stupid_PinkyStupid_Pinky Join Date: 2002-02-09 Member: 187Members
    Um.  I thought commander mode can only see 1 level?  Hows this going to work?
    Maps too square and open for me
  • chalupamonkchalupamonk sky h4x0r Join Date: 2002-02-19 Member: 227Members, NS1 Playtester
    I agree with Greedo.  I think the signs are a little to condensed everywhere.  If they were a litle more sparse throughout the map, it might retain a better feel.

    I like these shots a lot better than the first ones, tho.

    /me gets to work on changing 'personnel'
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    i agree with the spotlight idea (on the signs), i kinda like the style. (btw stupid_pinky, you can make stuff func_seethrough so in commander mode it is semi-transparent)
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    hmmm like i alreaady said in IRC the design is very nice, but now that I've seen the in-game shots i think the lightning needs some work.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    some new shots, part of the hive, undetailed

    <img src="http://csnation.counter-strike.net/barney/personal/vf1.jpg" border="0">
    <img src="http://csnation.counter-strike.net/barney/personal/vf2.jpg" border="0">
    <img src="http://csnation.counter-strike.net/barney/personal/vf3.jpg" border="0">
  • badmofobadmofo Join Date: 2002-01-28 Member: 121Members
    good stuff...i like the overall feel of the architecture...it works REALLY well with the textures you've chosen
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    thanks <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    I just noticed that big ugly seam in that last shot


    *runs away to edit*
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    hmm, i think this is beginning to be a problem, there really arent enough alien infested textures, so all hives tend to look samey . . .
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    also needs more transision textures to merge infested into non infested. for every infested texture, its needs a merger counterpart
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I think one thing that can be worked on is the infestation.  I don't know if a complete infestation like that is appropriate, so much as a partial infestation with blobs and splotches of alien sludge and such.  I like the way you have the alien growth "piles" in the corners, and that's good.  And next time, add the hive in so we could get a little perspective, I guess.
Sign In or Register to comment.