<!--QuoteBegin-Naigel+May 27 2004, 06:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Naigel @ May 27 2004, 06:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Breakables? Would be nice if so.
Can't you change your current glass texture? Or create your own? This one is kinda stretched and ugly imho... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Heh, there aren't really any good glass textures...
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
wip, shiva core. This may all have to change though if I can't get the res node weldable to work right. <img src='http://www.andrew.cmu.edu/user/rmoulton/map/shiva_core.jpg' border='0' alt='user posted image' />
<!--QuoteBegin-Grizzly+May 28 2004, 06:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grizzly @ May 28 2004, 06:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nice ! btw, is it on a space station or so, if you make the roof glass and a sky behind it it woud look even cooler <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yes, the ceiling could use something to spice it up. Other than that, it's really cool!
I'm going to be harsh here, but Moultano that lower level looks crap. Blandly white light, withe some pretty gruesomely stretched floor textures. Not only that the area looks as if it will be too twisting and turning, take up too much time and will be an area to avoid because of gameplay. Roof does need spicing a bit, although get that lower level sorted, it looks like something from a 1980s circus Hall of Mirrors.
Oh and top left, add a trim where the wall textures change, will look neater. Also right hand side, that wall texture looks gruesomely stretched too.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
I don't think there aren't any stretched textures in that shot. Which textures appear to be stretched? I'll see if there is a larger version to scale down. I should have included something for scale, it may just seem like a larger area than it is. (or have you just been playing with detail textures too much <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) What color of light do you suggest I add? I like the way the bluish white spotlights are working at the moment, but the central area could use some more color. I was originally thinking some yellow around the sides of the core in the area that is off the screen to the left.
The ceiling is probably going to be left how it is for now since I'm a little worried about running out of clipnodes for the map. I might make that blue light dimmer and use a darker texture to take some emphasis off of it in the meantime though.
This room is going to be a double node near a hive (still out of siege range), but one of the nodes has to be welded to access it. When that panel on the floor is welded the inner pipe to the left slides down to reveal a resource node. As a result, I've intended this room to be difficult to hold for the marines. We'll see how it plays, but running around in it on my own, it doesn't seem that awkward. In most cases though, I think this room is going to be a destination rather than a throughway. The idea was to make a room that is very powerful for the marines to hold, but very risky to lose, and not that risky to ignore.
it's ok, <b>moultano</b>, that shot looks incredible... nevermind Thursday, either he's extremely envious, or way-out demented is all <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Whoa. That's mega-infested. I think if it would be that infested, you should throw in a couple of lumps of bacterium. Oh, and what would be really cool too, is a bit more damage. Broken walls, open panels, etc. One more thing, the infestation overlay on the core looks a bit too stretched.
<b>moultano</b> That shot is really, really nice! The architecture is interesting and it seems like it would be very fun to play! I like your mixture of purple and orange lightning ALOT! I don't agree with what Thursday said about the white lightning downstairs, it's nice with some variety in lightning, and it seems to fit with the other parts of your map. Keep up the good work! I really look forward to play this map.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited May 2004
very dirty hive that one. Looks like the aliens had some kind of party and forgot to clean up <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
co_ares... where does that name come from? Wasn't this red resource planet in Fury³ called Ares? Or was that the meteor? Freezer: Thumbs up. Nice atmosphere. I hope the gameplay will be just as good <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> ShdwStal: Because the screenshot shows more or less a sqare room with sky light, door frame and a grate I see the misaligned texture (panel half way in the wall) in the back even more. If you could give the room a purpose or more atmosphere (it already feels abandoned, warm and dusty to me) it should do for a nice ambush location!
Freezer: looking great. But you seem to have some misconception about the r_speed limits <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> the max they should reach is 700, you could actually add more if you wanted to.
<!--QuoteBegin-Some tall guy+May 29 2004, 04:52 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Some tall guy @ May 29 2004, 04:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Freezer: looking great. But you seem to have some misconception about the r_speed limits <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> the max they should reach is 700, you could actually add more if you wanted to. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I know <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Perhaps it is not shown on the pics but this is only one hallway, if you would stand at a corner the w_poly would properbly boost up to 800. That would be bad
<!--QuoteBegin-NerdIII+May 29 2004, 02:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ May 29 2004, 02:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> co_ares... where does that name come from? Wasn't this red resource planet in Fury³ called Ares? Or was that the meteor? Freezer: Thumbs up. Nice atmosphere. I hope the gameplay will be just as good <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> ShdwStal: Because the screenshot shows more or less a sqare room with sky light, door frame and a grate I see the misaligned texture (panel half way in the wall) in the back even more. If you could give the room a purpose or more atmosphere (it already feels abandoned, warm and dusty to me) it should do for a nice ambush location! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Hm, uh, I just got Ares from the Greek god of war. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Thanks for those comments. Now that I think about it, the room does seem a little empty. I'll see what I can do <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
<!--QuoteBegin-CaCa+May 28 2004, 04:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CaCa @ May 28 2004, 04:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it's ok, <b>moultano</b>, that shot looks incredible... nevermind Thursday, either he's extremely envious, or way-out demented is all <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
no, really, finish that sucka! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I just knew I'd get a flame for voicing my opinion.
Stretched textures just seem to be from that angle, ugly shaderlab on the right mainly poking out =/
I really have no idea what colour would look best until I got in-game and tested them all out, but I'd bet on a Red or Blue, although the darker that area is the better it would play.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->w_poly would properbly boost up to 800. That would be bad <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> ahh ic, well you just mentioned they were at 500
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<!--QuoteBegin-Thursday-+May 29 2004, 04:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ May 29 2004, 04:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I just knew I'd get a flame for voicing my opinion. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Actually I think it's the <i>way</i> that you voiced your opinion.
Comments
Can't you change your current glass texture? Or create your own? This one is kinda stretched and ugly imho...
Can't you change your current glass texture? Or create your own? This one is kinda stretched and ugly imho... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Heh, there aren't really any good glass textures...
i like dark =)
<img src='http://www.andrew.cmu.edu/user/rmoulton/map/shiva_core.jpg' border='0' alt='user posted image' />
btw, is it on a space station or so, if you make the roof glass and a sky behind it it woud look even cooler
btw, is it on a space station or so, if you make the roof glass and a sky behind it it woud look even cooler <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yes, the ceiling could use something to spice it up. Other than that, it's really cool!
Oh and top left, add a trim where the wall textures change, will look neater. Also right hand side, that wall texture looks gruesomely stretched too.
The ceiling is probably going to be left how it is for now since I'm a little worried about running out of clipnodes for the map. I might make that blue light dimmer and use a darker texture to take some emphasis off of it in the meantime though.
This room is going to be a double node near a hive (still out of siege range), but one of the nodes has to be welded to access it. When that panel on the floor is welded the inner pipe to the left slides down to reveal a resource node. As a result, I've intended this room to be difficult to hold for the marines. We'll see how it plays, but running around in it on my own, it doesn't seem that awkward. In most cases though, I think this room is going to be a destination rather than a throughway. The idea was to make a room that is very powerful for the marines to hold, but very risky to lose, and not that risky to ignore.
Thanks for the feedback.
no, really, finish that sucka!
Hive Chamber:
<a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/26.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_26.jpg' border='0' alt='user posted image' /></a><a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/27.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_27.jpg' border='0' alt='user posted image' /></a>
The Core
<a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/28.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_28.jpg' border='0' alt='user posted image' /></a><a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/29.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_29.jpg' border='0' alt='user posted image' /></a><a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/30.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_30.jpg' border='0' alt='user posted image' /></a>
" <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo--> "
That shot is really, really nice! The architecture is interesting and it seems like it would be very fun to play! I like your mixture of purple and orange lightning ALOT! I don't agree with what Thursday said about the white lightning downstairs, it's nice with some variety in lightning, and it seems to fit with the other parts of your map. Keep up the good work! I really look forward to play this map.
Seriously very nice infestation pepe!
<img src='http://shdwstal.temporal-sands.com/co_ares_build20006.jpg' border='0' alt='user posted image' />
Nah Im just kidding about that last part.
Here is something I made today.
<img src='http://www.gartenbauverein-unterhaching.de/a0000.jpg' border='0' alt='user posted image' />
and a second one:
<img src='http://www.gartenbauverein-unterhaching.de/a0001.jpg' border='0' alt='user posted image' />
The w_poly are a littlebit high (~500) but can be pulled down a lot.
Any comments so far?
Freezer: Thumbs up. Nice atmosphere. I hope the gameplay will be just as good <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
ShdwStal: Because the screenshot shows more or less a sqare room with sky light, door frame and a grate I see the misaligned texture (panel half way in the wall) in the back even more. If you could give the room a purpose or more atmosphere (it already feels abandoned, warm and dusty to me) it should do for a nice ambush location!
TURBO!! w00t
man that brings back some memories
I know <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Perhaps it is not shown on the pics but this is only one hallway, if you would stand at a
corner the w_poly would properbly boost up to 800. That would be bad
Freezer: Thumbs up. Nice atmosphere. I hope the gameplay will be just as good <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
ShdwStal: Because the screenshot shows more or less a sqare room with sky light, door frame and a grate I see the misaligned texture (panel half way in the wall) in the back even more. If you could give the room a purpose or more atmosphere (it already feels abandoned, warm and dusty to me) it should do for a nice ambush location! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Hm, uh, I just got Ares from the Greek god of war. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Thanks for those comments. Now that I think about it, the room does seem a little empty. I'll see what I can do <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
no, really, finish that sucka! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I just knew I'd get a flame for voicing my opinion.
Stretched textures just seem to be from that angle, ugly shaderlab on the right mainly poking out =/
I really have no idea what colour would look best until I got in-game and tested them all out, but I'd bet on a Red or Blue, although the darker that area is the better it would play.
Actually I think it's the <i>way</i> that you voiced your opinion.