More screens from ns_penumbra

YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
Here's two pictures from the refueling bay. This area will become the basis for an alien hive, but I will need to make some custom infested textures to go with it. So for the time being it looks clean and functional.

The aliens spawn on the bottom floor, and the catwalk leads to some side areas that spill out onto the hallway outside. The hive will likely be hanging from the pipes underneath the catwalk. The airlock on the bottom level will not open, it's merely there to explain how the ship would get refueled. The fuel tanks also cannot be destroyed, they're too strong and cannot be penetrated by small arms fire or alien claws.

The room is more or less complete. It only needs some metal cables to hang the catwalk from, and some infested textures. The refueling arm will get a spark particle system to indicate it is not functioning... some alien probably chewed on its wires.

Comments

  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    very nice

    im in envy
  • ErpErp Join Date: 2002-01-25 Member: 90Members
    They look Fantabulous.

    Any more pictures? <!--emo&;)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    *whistles* Very very nice, can't wait to see that in infested mode.

    BTW are they custom textures you've made?
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Most of the textures are custom. They were created by using some ns-bast.wad textures as base, and some from shaderlab. Once I have a good base texture I can slap on all sorts of stuff <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    Not all of us have ns_bast.wad remember <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    nice work, yam, only thing i can give you constructive critism on is the room seems like a basic cube, or square, try adding pipes or vent shafts on the walls, don't have to be accesible, but it would give more atmosphere <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I may be a bit confused, but are those fuel tanks connected to anything besides themselves?
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    There suspended from the roof by girders by the look of it.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Urk! You've gone and slapped that hazard stripe texture over everything again.  All that striping is too much for the size of the area, makes it look very cluttered and confusing.

    Lighting and arcitecture are up to your usual high standard. Please, please, give the stripes a rest.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    I like the stripes.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    <!--QuoteBegin--mr Nebel+Jan. 27 2002,00:22--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (mr Nebel @ Jan. 27 2002,00:22)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->There suspended from the roof by girders by the look of it.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Yes, but what I meant was something along the lines of how does the fuel get in or out.  If the tanks are only connected to each other, then you can't use the fuel.  And it certainly doesn't look like there would be an easy was to access or transfer fuel without spills, unless there's something there that I can't see.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    IMHO you should lose about half of those stripes when you infest the room, It looks way too christmissy ATM. Great lighting and arcitecture though.

    --Scythe--
    <a href="mailto:the_only_scythe@yahoo.co.uk">the_only_scythe@yahoo.co.uk</a>

    [Edit] 200th post! I have been promoted from "Foul Beast" to "Minion". [/Edit]
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    I like it but the lighting seems too simplistic, I think it would look better with more light sources and more contrast. Also some more variation on the walls would be nice.
  • UnCriticalUnCritical Join Date: 2002-01-25 Member: 73Members, Constellation
    I like the architecture, esp with the catwalks, but theres too many diagonally striped textures, maybe some plain textures to cover up the stripes.
    Maybe you can pipe all the fuel tanks up to the refuelling arm, that would give it a bit more of a realistic feel.

    Also you could add a few runs of pipe below the catwalks, just for detail.
  • AragornAragorn Join Date: 2002-01-26 Member: 98Members
    This room looks really good. I can't wait to see it with the announced infested textures. It's too clean at the moment. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
    Some lights with other colours would increase the great look.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Actually there are pipes connecting the suspended tanks to the walls, but they're not visible from the angle I took the pictures from.

    Some of the hazard stripes will be obscured when I switch over to the infested textures, but I think their usage is fine. After all, I've only placed them on hazardous objects to add a little definition that catches the eye.

    The light is simple, but I think it looks better this way. The upper catwalks are a bit eerie as a result with the dim lighting. The lights will also illuminate the hive model nicely, turning it into a centerpiece.

    If you want dramatic lighting you'll have to wait for tonight when I post more pics of other areas <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • The_ProThe_Pro Join Date: 2002-01-26 Member: 96Members
    AS I said in your last topic , Iám totally fond of that map <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
    You did some levels for "TheOpera" didn´t you?
    Get rid f that strip-tex. I remember your last pics. It was all over the place. Don´t overuse it.
    I hope this map makes it into the first beta. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
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