A couple new ns_nothing shots.
realityisdead
Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
Hello,
4 new SS Nothing shots: They aren't overly exciting or anything, but what the heck?
For anyone interested, The development pace on the map is finally starting to pick up. This is where it gets interesting.
And before anyone says anything, I am aware that I'm going to need to break up the stlye a bit throughout the map, and not let this become too monotonous. So far, all of these shots have been of the same general area.
Feedback is welcome. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/th17_01.jpg" border="0">
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/th17_02.jpg" border="0">
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/th17_03.jpg" border="0">
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/th17_04.jpg" border="0">
And, BTW, if anyone wants to see what I was up to before I stumbled upon NS, you can take a gander at a few of my old unfinished levels at my <a href="http://tald.readyroom.org/" target="_blank">site</a>. Just screenshots, no downloads. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
4 new SS Nothing shots: They aren't overly exciting or anything, but what the heck?
For anyone interested, The development pace on the map is finally starting to pick up. This is where it gets interesting.
And before anyone says anything, I am aware that I'm going to need to break up the stlye a bit throughout the map, and not let this become too monotonous. So far, all of these shots have been of the same general area.
Feedback is welcome. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/th17_01.jpg" border="0">
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/th17_02.jpg" border="0">
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/th17_03.jpg" border="0">
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/th17_04.jpg" border="0">
And, BTW, if anyone wants to see what I was up to before I stumbled upon NS, you can take a gander at a few of my old unfinished levels at my <a href="http://tald.readyroom.org/" target="_blank">site</a>. Just screenshots, no downloads. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Comments
I know they're there somewhere, but I just can't see the source for any of those lights. They've gotta be behind grates and the angle must be hiding them. Remeber that whatever source they're coming from, the texture on it needs to be quite bright if it's going to be producing that white light.
Personally, I don't like the orange lighting contrast in the first pic. It just seems to harsh. In the third pic, where the transition is a bit more gradual, it is much better.
The general lighting contrast and atmosphere in this area of the map is just rockin. Great work!
The way you've textured it is excellent to, it makes the place feel very old, neglected and like its been heavily used, weathered and beat around, the decayed underbelly of the station.
More, please <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
oh well, anyways, hope it's out soon, see so many coool pictures...
Those hallways are so creepy, especially the one in the second pic.
I was gonna mention the blurry wall supports in the second pic as well. The slightly purplish texture used where the floor meets the wall looks kind of blurry as well, though not as bad. I really like the way those wall supports fit in visually, just compared to the really sharp textures around them they stand out.
Amazing work, Ken.
How do you get the spot lights that perfect.
The floor in the second picture it does not really fit perfectly with the rest of the textures.
Greedo,
Yep, there are nice white textures up in the ceiling there.
As far as the orange lighting goes... well, that was one of the problems with that area. It took me quite a bit of time to get that room looking decent, and I think this is the best I'm going to get it. I might be able to work with the orange some more though. Gotta focus on bigger things right now.
KFS and Squeal,
Hmm... I see what you mean about that. Possible it might look good scaled down a bit... I'll check that out later. Thanks for the advice.
Squeal,
No, those are simple brushes for the gratings... Cool idea though. I'll have to think about implementing something similar. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
neag,
I think I'll probably be keeping that floor... I like how it looks from up above with the different colors.
KFS again,
Yep, that's intentional. I had grated lighting on the bridge there, but it made the brightly lit nozzle stand out too much, while making it too hard to see around it. (I guess I could take out the grating then... or better yet, make it an alien only route! )
Anyway, thanks to everyone for the feedback!