Snake - half new old pic

mr_Pmr_P Join Date: 2002-01-25 Member: 68Members
been a while since i posted anything, anyway...here is an half new old pic of my map snake.
i gonna rebuild it and hopfully finish it...

later

Comments

  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    You've definitely got a busy ceiling there, and that's a good thing.  I'd say thaty this area looks just too plain as far as lighting is concerned.  The detail is good here.  I can remember from your previous shots that you had a lot of brightness going for you, and I'm sure that this should fit in with the style you had (if you don't abandon it too much).  Nice to see you're still working on Snake.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    it appears that all of the lighting is the same color.  i would suggest toning down the brightness a bit to reflect the many different colors you have with the lighting.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Right, this shot looks a bit too bright for my personal tastes. Great architecture though. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    I notice that you have simple point based lights in front of the light fixtures. While this looks cool on the light itself, the current brightness setting you have on them seems to wash out all the rest of the color in the room.

    If I were in your shoes, I would either make the light textures emit light through the .rad file, or bring down the brightness of the point lights.

    Looks like you have 200 for brightness? I would suggest 100 at the most in a smallish room like this.

    Looking foward to seeing more of this map.



    <!--EDIT|ken20banks|Mar. 18 2002,20:47-->
  • Stupid_PinkyStupid_Pinky Join Date: 2002-02-09 Member: 187Members
    I like the colors a lot, very good usage of them.
    But like they said, add more light contrast.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    This is your readyroom again isn't it mr P?
  • mr_Pmr_P Join Date: 2002-01-25 Member: 68Members
    yeah, the marine part...the alien part has almost the same brushwork, just other textures
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    You know what would look great with thsi room?
    Add a particle system that creates soem sort of fog, like Greedo showed once (that way you work around the env_fog probs). Then light your room with green light and make it like 50 % darker, that would look cool, but then again thsi is marine part , so mayeb you oughta keep that for the alien side?
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