moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
edited June 2005
What is it about the environment of this map that gives it a lot of curvy unadorned hallways with insets at the top that snake in different directions? It looks interesting (although the lack of anything but light entities really shows, I think) but I'm not convinced that its a real place yet.
<!--QuoteBegin-moultano+Jun 22 2005, 11:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 22 2005, 11:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What is it about the environment of this map that gives it a lot of curvy unadorned hallways with insets at the top that snake in different directions? It looks interesting (although the lack of anything but light entities really shows, I think) but I'm not convinced that its a real place yet. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Agreed. It's a nice experiment but sooner or later you'll retread the path of texlighting.
<!--QuoteBegin-Crispy+Jun 23 2005, 02:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Jun 23 2005, 02:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-moultano+Jun 22 2005, 11:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 22 2005, 11:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What is it about the environment of this map that gives it a lot of curvy unadorned hallways with insets at the top that snake in different directions? It looks interesting (although the lack of anything but light entities really shows, I think) but I'm not convinced that its a real place yet. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Agreed. It's a nice experiment but sooner or later you'll retread the path of texlighting. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Goodness me, hallways God forbid we build hallways It ruins the map
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--QuoteBegin-Crispy+Jun 23 2005, 08:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Jun 23 2005, 08:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-moultano+Jun 22 2005, 11:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 22 2005, 11:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What is it about the environment of this map that gives it a lot of curvy unadorned hallways with insets at the top that snake in different directions? It looks interesting (although the lack of anything but light entities really shows, I think) but I'm not convinced that its a real place yet. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Agreed. It's a nice experiment but sooner or later you'll retread the path of texlighting. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I actually prefer using point lights to texlighting. It gives you more control of how the face is lit (fullbright faces ftl) and the light cast by it.
<!--QuoteBegin-moultano+Jun 22 2005, 11:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 22 2005, 11:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What is it about the environment of this map that gives it a lot of curvy unadorned hallways with insets at the top that snake in different directions? It looks interesting (although the lack of anything but light entities really shows, I think) but I'm not convinced that its a real place yet. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> ... because there is not much to see atm besides curvey, grey walls, ceiling and a floor.
some people may ask you why you posted this shots, mouse. take your time and work out some nice details, THEN you will get useful feedback. this hallways just look plain atm.
Have some computer/viewscreen cutouts or just indentation in the walls, maybe with uplighting to break them up a bit. Trim the floor grating where it needs it.
The first 3 shots are great but the grey corridor shots look plain, which is to do with the lighting/colour use and the flatness in the horizontal. The general curvey stuff is interesting but I think some lighting could accentuate it and bring them to life a bit.
I also think that a grate across the upper trough in the snake sections with some coloured lighting would be nice, but that is most probably more of a personal style choice.
those hallways are ganna be pretty harsh for fades, especially outside a hive where marines are probably going to be sieging - really good looking so far though
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
edited July 2005
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> could you elaborate?
i don't like the concept of the blue looking hallways, the caveways are briliant and generaly awsome, but the blue flat walled hallways are just boring the blue light improve them a lot from previus pictures, but it still feels to empty and ":,/" when you compare them to the rest of the map
skip the blue flat hallways, stick to awsome pipes, grates and rockwalls and have a cookie
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
The rooms are all lit with for the most part, a single color of light, from a single light source, that falls over all of the objects in the room pretty uniformly, and the end result looks monochromatic. I think if you are going to stick with purely using light entities, you need to work in something to produce a greater variation in tone.
For instance, in the blue grey room, everything looks blue grey. The transition is nice, but in the orange room, everything looks orange. Everything is just various shades of the same lighting color. There is variation in intensity, but not color, and there isn't much variation in intensity. If you took some of those shots, converted them to greyscale, and then changed the color balance to whatever the lighting color is, they would look the same.
Comments
<img src='http://www.terminus-discord.com/~mouse/ns_frigid0010.jpg' border='0' alt='user posted image' />
<img src='http://www.terminus-discord.com/~mouse/ns_frigid0011.jpg' border='0' alt='user posted image' />
Agreed. It's a nice experiment but sooner or later you'll retread the path of texlighting.
Agreed. It's a nice experiment but sooner or later you'll retread the path of texlighting. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Goodness me, hallways
God forbid we build hallways
It ruins the map
Agreed. It's a nice experiment but sooner or later you'll retread the path of texlighting. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I actually prefer using point lights to texlighting. It gives you more control of how the face is lit (fullbright faces ftl) and the light cast by it.
In other news, I've started work on the 2nd hive.
Nice map so far mouse, keep up the good work. Yes some of the architecture is a bit square along with the rocks but thats all good.
... because there is not much to see atm besides curvey, grey walls, ceiling and a floor.
some people may ask you why you posted this shots, mouse. take your time and work out some nice details, THEN you will get useful feedback. this hallways just look plain atm.
The first 3 shots are great but the grey corridor shots look plain, which is to do with the lighting/colour use and the flatness in the horizontal. The general curvey stuff is interesting but I think some lighting could accentuate it and bring them to life a bit.
I also think that a grate across the upper trough in the snake sections with some coloured lighting would be nice, but that is most probably more of a personal style choice.
<img src='http://www.terminus-discord.com/~mouse/ns_frigid0013.jpg' border='0' alt='user posted image' />
<img src='http://www.terminus-discord.com/~mouse/ns_frigid0014.jpg' border='0' alt='user posted image' />
<img src='http://www.terminus-discord.com/~mouse/ns_frigid0015.jpg' border='0' alt='user posted image' />
could you elaborate?
the blue light improve them a lot from previus pictures, but it still feels to empty and ":,/" when you compare them to the rest of the map
skip the blue flat hallways, stick to awsome pipes, grates and rockwalls
and have a cookie
For instance, in the blue grey room, everything looks blue grey. The transition is nice, but in the orange room, everything looks orange. Everything is just various shades of the same lighting color. There is variation in intensity, but not color, and there isn't much variation in intensity. If you took some of those shots, converted them to greyscale, and then changed the color balance to whatever the lighting color is, they would look the same.
p.s. Your avatar is awesome. Where is it from?