Ns_elysium service area
Killtoy
Join Date: 2002-03-28 Member: 358Members
<div class="IPBDescription">The continued evolution of elysium...</div>I can never quite get the right recreation of my gamma. However, here is...
The first node, and a number of old computers piled up and ready for repair or scavenging.
The first node, and a number of old computers piled up and ready for repair or scavenging.
Comments
-Edit- Second shot wasn't up when I posted... my bad, the red looks sweet. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<!--EDIT|ken20banks|April 02 2002,22:36-->
So I'm putting the time into more content-filled gameplay/LOS modifiers. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Having you guys around to pester is greatly appreciated!
Some more detail wouldn't hurt along with some tiling also.
Hehe, first off, I think the you have the resource nozzle confused with a broken floor... They always look like that.
Secondly, I'm not so sure I would go with making it entirely darkened.. this is near his marine spawn, and you don't want to get too dark around there. (I shouldn't be talking)
The focus for lighting here is on contrast, not darkness. They come hand in hand though. You get lots of darkness with lots of contrast. But a room fully dark is no better then a room fully bright. (theoratically... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> )
Personally, I think the way he has it half dark / half bright works out perfectly, and adds wonderfully to the contrast issue.
<!--EDIT|ken20banks|April 03 2002,00:44-->
That being sincerely said, I'm going to discuss some of the thing you guys brought up. If I sound like I disagree, don't take it personally and don't make too much out of it. I try to challenge ideas, not necessarily people.
Cremator:
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Looks real good, I think you hit the gamma setting just right. However, I think it is a bit too open. Perhaps adding some more details would help.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Yes. I have a little space tug in mind, it'll be parked off to the left in the 2nd shot. Maybe 2 if they are not too brush-heavy. (I consider that cosmetic tho'. I'm trying to focus on strategic map elements right now.)
I'd like to see more in the first shot, but I can't think up what it'd be. I know those calls are hard to make from screenshots, but I'd like to hear any ideas you guys have.
F4WN:
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I recommend adding more lights, just not having them turned on (or broken, if that's the feel of your map).<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Yep, that is my plan. And I really have no excuse other than I'm kinda in "big brush" mode. Those are all on the growing list of cosmetic items I'll get in a future detail pass. Thanks for mentioning them, since as often as I forget to add them I was wondering if anyone would notice.
Greedo:
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->you should definitely throw in a lot of cover and break up the architecture<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Well... yes. Er, I think so. Wait... No. Definatly no. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Where I have not played the game, I'm really guessing at some stuff. This room is taking a long time becuase I'm battling with exactly what you're suggesting.
And basically, the conclusion I came to is this: This is the first resource node the Marines get. If I give good cover here, I encourage them to turtle up right here. And secondly, the benefit of open space goes to the guys with the most ranged firepower. As I understand it, those guys are the Marines.
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin--> The cieling structure you have now (2nd pic) might also be a bit hard on the wallclimbers.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Yeah. I want to see Level 5s bringing the assault to the Marines door, not the pesky lil wallclimbers. That and I plan to give the wallclimbers their own places to play - this just isn't one of them.
Oh, and who says those I-beams are all bad for wallclimbers? There is a <b>lot</b> of ceiling to traverse, and without some cover... Ouch! Admittedly, I have not played with wallclimbing at all. It could be after I do I'll make taper off those I-beams a lil.
My biggest issue as I map is balancing between Concept, Cosmetics, and Functionality. Where this is my first map that successfully compiles with over four rooms, I have a lot of questions I'm asking as I go. I'm feeding off what I hear from you both here and in the channel and trying to fill that void in my experience.
And so I look forward to hearing from all of you.
KT
As far as detail for in the first shot... Hard to say. Crates. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
Usually all it takes is to fancy up a wall or two... add some pillars or supports... cables... crates nearby ( <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> )...
But really, working with the walls really does help in most cases if you cant find anything to throw on the floor.
<!--EDIT|ken20banks|April 03 2002,02:05-->
Great shot though. I do see the difference. Very detailed feeling from the lighting.
<!--EDIT|ken20banks|April 03 2002,02:30-->
You wanna know? I tried brightness, contrast, even modifying each individual color channel to get the right look. (Killtoy shakes his head in embarrasment.)
Lemme know what you guys think. I'm not really satisfied with it, but I can't say anything strikes me as being off.
Mostly I'm just droping another little bit of candy for ya. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
A couple questions:
What's that big blue thing?
Shouldn't their be rails on that ramp? Someone could hurt themselves.
A good example will be the little Space Tugs that I plan to put in the adjacent room. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
As for the railings on the ramp... I debated that. If I put a railing up, should I lose the little red lights?
"The NASA Solar Electric Propulsion Technology Application Readiness program began in the early 1990s as a partnership between JPL and NASA's Glenn Research Center, Cleveland, OH, to develop <i>xenon</i> ion engines for deep space missions. In June 1996, a prototype engine built by the Glenn center began a long- duration test in a vacuum chamber at JPL simulating the conditions of outer space."
<a href="http://www.jpl.nasa.gov/releases/99/discoverawards.html" target="_blank">Source.</a> (Italics added.)
As for the tanks, anything will do. I just picked something I thought sounded "fuely" when asked the question. They aren't labeled. ...yet. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
(I know, I'm a jerk!<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
next time i'll do my research before saying something that doesnt relate to biology ~;)
<a href="http://nmp.jpl.nasa.gov/ds1/tech/ionpropfaq.html" target="_blank">more info on ion engines and xenon</a>