Ns_industry

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Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    A nice example of dark maps under the hl-engine, they can look good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Only thing which does tend to look weird are the windows which always seem to bright in hl.

    It really looks worn down with this lighting. Nice looking map! Hope it's not to dark for some players...
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Conservatory Hive needs more work on de-legofying it, but other than that it looks to be coming along well.
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
    Yea its really just the bare outline of the hive. I compiled it to see how it would look with the windows and the lighting then I'll add the details. I wanted the light to make a distinctive shape (of the window) on the ground but the light turned out to be spread out. I don't exactly like the windows either, too blue and bright.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Read from the 2nd page of the ns_attrition thread if you want some pointers on how to make the light fall in the same shape as the window.
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
    edited February 2005
    The messed-up-ness:

    Note that the ceiling is fine, and the light appears out of nowhere.
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
    edited February 2005
    Note the green light, which I have not used once in my map.
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
    Note the mix of colours in the place where I'm supposed to have only white light.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    <!--QuoteBegin-Thursday+Feb 1 2005, 05:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday @ Feb 1 2005, 05:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-GiGaBiTe+Jan 31 2005, 06:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Jan 31 2005, 06:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i would think the pollution effect would look good if you had clouds of pollution in the sky that moved across the sky (like the old ns_tanith outside where the forcefields with the clouds) and have a kind of bog of pollution near to the ground that was only about up to your waist.

    but of course that would take alot of entities to make, and have a bad hit in performance on older machines. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Didn't that fog effect lag though? I thought that was why it was removed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <!--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--> i believe it was removed because it is an OGL only entity. Doesn't show up in DX.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    im not talking about hardware based fog, the clouds in the old ns tanith were sprites that moved between path_corners
  • KazbarKazbar Join Date: 2004-10-20 Member: 32368Members, Constellation
    WOW, I really like this map. It would be good if it was done soon
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
    Finally an update. Here is a newer version of Conservatory Hive, but is by no means finished.
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
    edited February 2005
    Here is a new part of the map, The Vats:
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
    edited February 2005
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