<div class="IPBDescription">a little taster...</div> <span style='color:red'><b>IF YOU SEE THIS THEN CHECK BACK SOON BETA 1 SCREENSHOTS + RELEASE WILL BE HERE.</b></span>
Too monochrome and that wall_grey texture looks a little out of place among the wall_panel. Also it'd be good if the monitors displayed something rather than just being bright blue.
<!--QuoteBegin-Thaldarin+Mar 12 2005, 03:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thaldarin @ Mar 12 2005, 03:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->EDIT: The map is rather flat, dull, lifeless and grey. Add some light sources on ceilings, and maybe some light_spots too.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
JD: its rather bright at the moment, your architecture is nice tho but you really need the lighting to be good to get that overall effect.
spacer:ns2.wad IS GREY. . practically and from what i can see "most" light sources are from the ceiling + theres obviously light spot on all the screens he posted.
JD: if i was too change anything i would change the floor texture. maybe choose a darker coloured texture. also if your feeling fruity, just do a quick ps job on the monitors and make them red instead of blue(or some other colour) atm its too one colourish if you know what i mean??. also i agree with crispy some nice progress on your mapping, its brill when you can clearly see how some-one is advancing.
Interesting, i like the colours. My only concern is how you lit the screens in the corner. It would look alot better in my opinion if you used a func_illusionary with the overlay as a texture light.
<!--QuoteBegin-Olmy+Mar 13 2005, 10:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Mar 13 2005, 10:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Interesting, i like the colours. My only concern is how you lit the screens in the corner. It would look alot better in my opinion if you used a func_illusionary with the overlay as a texture light. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> overlays look good but keep in mind that they raise entitycount. but n a co map it should be ok. alternative: dim the light slightly. its possible to create nice looking screenlighting without using overlays, trust me. just try it out.
<!--QuoteBegin-Thaldarin+Mar 18 2005, 10:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thaldarin @ Mar 18 2005, 10:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The overlay is there for the moment purely for visuals, it has always been lit by 8 low level light entities. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Just light it with overlays, it will look alot better.
<!--QuoteBegin-Tequila+Mar 18 2005, 03:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ Mar 18 2005, 03:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Kudos if you named this after Firefly.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I am a big Joss Whedan fan <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Two newly compiled screenshots, it's a storage area. Although I feel I may need to spice it up a bit with *something other than a crate* in the near future.
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> you could do better in the floor, you know that grate with out trims look wierd. nice room excpet the floor.
I say that the map looks better than any that I have mapped <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> . Fix up that ladder though.. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
MasterGgmfbstJoin Date: 2003-08-24Member: 20169Members, Squad Five Blue
Yeah that ladder looks wierd. Keep the spots like they are now though. They look agressive and it looks good that way. The floor could be better, but it's also ok to keep it like you've made it in this room. The lighting is good methinks.
Slightly updated corridor. Removed the ladder, going to be a vent which is JP/alien only then. Also added panels which got removed. <img src='http://jdleveldesign.hlgaming.com/images/co_serenity_yoversion4.jpg' border='0' alt='user posted image' />
The metal grate floor shouldn't just suddenly become red-white as it rounds the corner, this needs trimming. Oh, and turn the CC 90º anti-clockwise please.
<!--QuoteBegin-Bijiy+Mar 28 2005, 01:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bijiy @ Mar 28 2005, 01:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Interesting, personally I think you should have flr_panel02 be the lower plane and elevate flr_diamndwlk to where it currently is. Heh. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yeah good point, have no idea why I did it like that. Will be changed.
Crispy: CC will be turned. Although the red/white trim will stay as it is.
I think its way too bright. Seriously my eyes used to hurt playing previous versions of bast when building an RT and these spotlights looks brighter. If you made the whole thing darker (lightspots included) it would still look contrasted enough.
(actually don't darken the inset wall panel lights if you do that, i just noticed the blue lights there)
The spotlights look a bit too focussed on a few areas, I think.
Also, try putting a trim around the metal walkway in the bottom of the last screenshot - so that the grating doesn't get cut like that. Maybe just a small bar or something... I don't know.
<!--QuoteBegin-Thaldarin+Mar 30 2005, 02:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thaldarin @ Mar 30 2005, 02:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> *After visiting rebirth still left on his computer from previous NS 3 Beta's installed on his computer*
(Note they are rebirth screenshots from 3.0 B5, for those that did not recognise it)
I'd say the maps are quite dis-similar. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Ah, acctually I kind of see it now too... I wouldn't even begin to call it a ripoff, but it is a LITTLE reminicint of rebirth, expecially if you picture rebirth flipped.
[edit] storage area looks nothing like any NS map I have ever seen before though, so it definately isn't expanding to the whole map, even if certian parts feel a little like previous NS maps.
(Note they are rebirth screenshots from 3.0 B5, for those that did not recognise it)
I'd say the maps are quite dis-similar. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Ah, acctually I kind of see it now too... I wouldn't even begin to call it a ripoff, but it is a LITTLE reminicint of rebirth, expecially if you picture rebirth flipped.
[edit] storage area looks nothing like any NS map I have ever seen before though, so it definately isn't expanding to the whole map, even if certian parts feel a little like previous NS maps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I'm actually quite dis-illusioned. I can't see the similarities (except for maybe the ceiling texture from the marine spawn on rebirth) and haven't really thought about the style of the map, I've literally just mapped. This has been a project to take time out from my main Classic project.
Comments
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
spacer:ns2.wad IS GREY. . practically and from what i can see "most" light sources are from the ceiling + theres obviously light spot on all the screens he posted.
JD: if i was too change anything i would change the floor texture. maybe choose a darker coloured texture.
also if your feeling fruity, just do a quick ps job on the monitors and make them red instead of blue(or some other colour) atm its too one colourish if you know what i mean??. also i agree with crispy some nice progress on your mapping, its brill when you can clearly see how some-one is advancing.
Nothing more to say for now.
overlays look good but keep in mind that they raise entitycount. but n a co map it should be ok. alternative: dim the light slightly. its possible to create nice looking screenlighting without using overlays, trust me. just try it out.
Just light it with overlays, it will look alot better.
I am a big Joss Whedan fan <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Two newly compiled screenshots, it's a storage area. Although I feel I may need to spice it up a bit with *something other than a crate* in the near future.
<img src='http://jdleveldesign.hlgaming.com/images/co_serenity_yoversion1.jpg' border='0' alt='user posted image' />
<img src='http://jdleveldesign.hlgaming.com/images/co_serenity_yoversion2.jpg' border='0' alt='user posted image' />
nice room excpet the floor.
Maybe tone down the spotlights a bit. They look a bit too aggressive to me.
<img src='http://jdleveldesign.hlgaming.com/images/co_serenity_yoversion4.jpg' border='0' alt='user posted image' />
<img src='http://jdleveldesign.hlgaming.com/images/co_serenity_ms_wip.jpg' border='0' alt='user posted image' />
Yeah good point, have no idea why I did it like that. Will be changed.
Crispy: CC will be turned. Although the red/white trim will stay as it is.
(actually don't darken the inset wall panel lights if you do that, i just noticed the blue lights there)
Also, try putting a trim around the metal walkway in the bottom of the last screenshot - so that the grating doesn't get cut like that. Maybe just a small bar or something... I don't know.
I disagree with that statement, reasons below:
<img src='http://jdleveldesign.hlgaming.com/images/rebirth1.jpg' border='0' alt='user posted image' /> <img src='http://jdleveldesign.hlgaming.com/images/rebirth2.jpg' border='0' alt='user posted image' />
(Note they are rebirth screenshots from 3.0 B5, for those that did not recognise it)
I'd say the maps are quite dis-similar.
I disagree with that statement, reasons below:
<img src='http://jdleveldesign.hlgaming.com/images/rebirth1.jpg' border='0' alt='user posted image' /> <img src='http://jdleveldesign.hlgaming.com/images/rebirth2.jpg' border='0' alt='user posted image' />
(Note they are rebirth screenshots from 3.0 B5, for those that did not recognise it)
I'd say the maps are quite dis-similar. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Ah, acctually I kind of see it now too... I wouldn't even begin to call it a ripoff, but it is a LITTLE reminicint of rebirth, expecially if you picture rebirth flipped.
[edit] storage area looks nothing like any NS map I have ever seen before though, so it definately isn't expanding to the whole map, even if certian parts feel a little like previous NS maps.
I disagree with that statement, reasons below:
<img src='http://jdleveldesign.hlgaming.com/images/rebirth1.jpg' border='0' alt='user posted image' /> <img src='http://jdleveldesign.hlgaming.com/images/rebirth2.jpg' border='0' alt='user posted image' />
(Note they are rebirth screenshots from 3.0 B5, for those that did not recognise it)
I'd say the maps are quite dis-similar. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Ah, acctually I kind of see it now too... I wouldn't even begin to call it a ripoff, but it is a LITTLE reminicint of rebirth, expecially if you picture rebirth flipped.
[edit] storage area looks nothing like any NS map I have ever seen before though, so it definately isn't expanding to the whole map, even if certian parts feel a little like previous NS maps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I'm actually quite dis-illusioned. I can't see the similarities (except for maybe the ceiling texture from the marine spawn on rebirth) and haven't really thought about the style of the map, I've literally just mapped. This has been a project to take time out from my main Classic project.