Ns_vivid - Beta 1

AngelAngel Join Date: 2002-07-09 Member: 902Members
<div class="IPBDescription">Beta1 Screenshots. Marine Spawn Sector A</div> Here is Sector Labs A1 - A1 Corridor from the Marine Spawn. Enjoy!

Comments

  • AngelAngel Join Date: 2002-07-09 Member: 902Members
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Third - Site will be re-designed soon!
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Fourth - sorry to all 56kers like me!
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Last but not least! there we go! comment and enjoy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Yarg, that wall texture with the Eclipse logo (modified TSA logo) was really supposed to be Eclipse-only... ns_eclipse.wad wasn't supposed to be included with the install. :X
  • EpochEpoch Join Date: 2002-10-10 Member: 1474Members
    It looks good. I like your use of textures. When will we be able to play it?
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    ok kfs, i will change it to a regular wall if it makes you happy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> sorry for the mucked up lighting by the corridor node. I will probably change that logo to my own one. thanks for telling me, or i would have looked like a fool when releasing it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    Looks like a cross between eclipse and hera, and that is not a bad thing. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • kompokompo Join Date: 2002-11-07 Member: 7639Members
    it's way too bright. think of the skulks.
  • Cash_Car_StarCash_Car_Star Join Date: 2002-11-03 Member: 6448Members
    That red fence completely breaks the mood for me.
  • DarkSinDarkSin Join Date: 2002-11-21 Member: 9516Members
    Looks Awsome to me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> .

    <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    I agree about the red fence. I also thing the lighting needs changing. It's not too bright, it's just bland light. Give us some strong spots, and differences in colour.
  • bicballbicball Join Date: 2002-11-23 Member: 9751Members
    Looks very nice, I suggest making the ceilings a little less complex because it is a pain in the **obscenity** to climb on them as a skulk. And you should change that red HL railing, it is out of place.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    actualy about roof's one thing i like is when they have beams or something that run a short distance, but then end forceing you to be careful of your next move... and haveing dark pockets that are not connected to other dark pockets forceing teh skulk to take its time to cross the roof... I'll try to show you with my map (i got some of this going on as i work on it).
  • bicballbicball Join Date: 2002-11-23 Member: 9751Members
    It's just that having the roof change shape so many times up and down makes it complicated to climb across, when you get to a drop, you have to go down slowly and hopefully get onto the bottom of it, you fall most of the time which is very annoying if you are trying to run away and hide.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    er... guys... this is he marine start room, it's supposed to be brightly lit. Wow! Angel, very nicely done.
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    edited November 2002
    Cheers for the feedback. I was going to say about it being a Marine Start area until ChromeAngel done it for me, in the 1st picture with the resource nozzle just outside of the starting room it starts to get dark. This signifies the end of the marine area with a lack of light to try and balance it out for skulks. About skulks, the ceiling dropping and not being flat makes it more interesting. If the ceiling was totally flat the map would look bland and skulks when doing a "skulk rush" would probably cain it into the Marine Spawn and stop them from building a base, thus the skulk rush will only work with skilled Kharaa. I have noted the red railing, I will re-texture it. The lighting isn't so bland, in picture 3 where the wall goes in is some blue pipes with yellow lighting behind it. I am glad and greatful for the comments and changes have been noted; I am glad that Beta 1 has got off to a good start. My website is temporarily down (Hosting problems.) it will be up soon with the screenshots there and all my updates.

    *EDIT* I will also try to get my screenshots up on Ns World so people can comment on the map so far and give it a rating *EDIT*
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    jejeje. Since Eclipse now everyone tends to use the great orange texture set, and i was sure someone was gonna use the specific oficial map wads. Dont mind, it really looks great Angel, nice work. I think that some texture artists should start making more blue and green texture sets as the few ones in ns.wad just cant be used so well to create nice looking maps as we can do with the orangish set.
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Yeah I know, I am keeping it ot a minimal, Marine Start Only <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> So many people will be glad. If anyone could make some textures (I've got 2 or 3 already, photo ones) then it would be nice of them to create me some.
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Due to a PHL Forum vote the map spawn is being made "similar" and less flat. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    Angel, I not been postin here for a while, but since I was last here the improvement in your skills is obvious..Keep it up man!..

    Look a your old screenies.. yes? .. Now look at these..? :E

    Like the look of new map...

    gg, wp etc...

    Ham ( map noob)
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Yeah I have noticed that alot, especially using the lab textures as seen in Ns_hera and Ns_eclipse. I agree this is better, I have started Beta 3 of the marine spawn. Its looking a bit flatter on the ceiling and looking alot better in the way of location for the command chair, the entrances look alot better and are better positioned along with the resource nodes. That should be coming late weekend / early next week. I am intending the marine spawn beta 3 to be the final build of the marine spawn as I have listened to all the current comments and suggestions.
Sign In or Register to comment.