UncleRayMembersJoin Date: 2010-03-08Member: 70881Posts: 369Advanced user
RP room? what's that? This portion of the map was intended to be left small. IE, the screen shot above this page, gives an idea of just how small it will be. The ladders don't work as of yet, but it's just a prop I suppose.
It looks really nonsensical and dysfunctional. On a larger scale, this hallway could be made in to a bit of a bigger hallway with machinery or something in the middle as a partition in a similar style.
Lighting wise, a lot of your stuff like this hallways looks washed out. Without seeing your omni/ambi/spot lighting entities I can only ajudge that there is way too many light sources in there. It doesn't make sense you'd have so many lights in such a narrow area too. I'd remove those big light props and go with thinner strip lighting; and aesthetically one or two angled spots to create one level of ambience lighting with highlighted areas, although that's me, it's just a suggestion to spice it up. Keeping those yellow little lights on the middle partition, they'd look more defined and the area would look a little more colourful and engaging to the eye.
UncleRayMembersJoin Date: 2010-03-08Member: 70881Posts: 369Advanced user
Thaldarin, do you mean the opposite room? If so, that room was trashed lol... I hated it. But I do appreciate the suggestions, as well as the comments!
Ah I see... would you like the lvl file so you can show me what you're talking about? Because I don't see this turning into a larger hallway...
oh and those yellow little lights in the middle are part of the texture.
Ray, that hallway could be really interesting with more foreboding lighting. I think however, it cannot be ANY longer than it is in that picture. It should be a short hallway that's claustrophobic and feels dangerous. (with the vent) If it's that short and the lighting is more industrial, I think it'd be a really need little passageway.
Thanks! That one took me a while haha... that's going to be leading into the hive... which I still don't have a layout for -_-
Well then, there's a Skulk in your holeinthewall
Lighting is always the thing that can make or break the look and atmosphere of a map. Taking your time with that will can even do magic on simple geometry. And Spark does this shiny thing very well!
Guardian of the "magic cookiejar"
Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting
UncleRayMembersJoin Date: 2010-03-08Member: 70881Posts: 369Advanced user
Changed the layout for the entrance of the hallway. Stairs were scratched since the flow didn't go along... Also, I used Thaldarin's method of lighting.
I really like the different types of corridors in this map such as the split one and the other one with a curve. it dosen't matter if a Onos can't fit in some as long as their is a slower, alternative route (their fault for evolving to be so goddamn chunky!).
*IMAGE BALEETED.* Sigs may not exceed 400x75 and/or 40KB filesize in total. No exceptions. -Talesin
pSyk0mAnNerdish by NatureGermanyMembers, NS2 Playtester, Squad Five Silver, NS2 Community DeveloperJoin Date: 2003-08-07Member: 19166Posts: 1,730Advanced user
edited August 2010
How about less bumps and more progress? And I don't mean making a few changes and basicly showing the same shot
Anyway, looks promising. You know though that marine spawn needs a lot of room? Looks more like a corridor..
Comments
Doesn't look very Onos friendly with the center divider. Adds some tactics to the map if you were to place it in the right area.
"I think my alcohol stream is getting some blood in it"
"I think my alcohol stream is getting some blood in it"
"I think my alcohol stream is getting some blood in it"
"I think my alcohol stream is getting some blood in it"
Lighting wise, a lot of your stuff like this hallways looks washed out. Without seeing your omni/ambi/spot lighting entities I can only ajudge that there is way too many light sources in there. It doesn't make sense you'd have so many lights in such a narrow area too. I'd remove those big light props and go with thinner strip lighting; and aesthetically one or two angled spots to create one level of ambience lighting with highlighted areas, although that's me, it's just a suggestion to spice it up. Keeping those yellow little lights on the middle partition, they'd look more defined and the area would look a little more colourful and engaging to the eye.
"I think my alcohol stream is getting some blood in it"
oh and those yellow little lights in the middle are part of the texture.
"I think my alcohol stream is getting some blood in it"
oh and those yellow little lights in the middle are part of the texture.
Ray, that hallway could be really interesting with more foreboding lighting. I think however, it cannot be ANY longer than it is in that picture. It should be a short hallway that's claustrophobic and feels dangerous. (with the vent) If it's that short and the lighting is more industrial, I think it'd be a really need little passageway.
I like the screenshots so far, but as usual me likes shadows instead of fullbright shizzle. Third shot in first post is sexah!
Guardian of the "magic cookiejar"
Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting
Thanks! That one took me a while haha... that's going to be leading into the hive... which I still don't have a layout for -_-
"I think my alcohol stream is getting some blood in it"
Thanks! That one took me a while haha... that's going to be leading into the hive... which I still don't have a layout for -_-
Well then, there's a Skulk in your holeinthewall
Lighting is always the thing that can make or break the look and atmosphere of a map. Taking your time with that will can even do magic on simple geometry. And Spark does this shiny thing very well!
Guardian of the "magic cookiejar"
Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting
I appreciate the feedback, support, and criticism of my fellow mappers, especially Thaldarin
"I think my alcohol stream is getting some blood in it"
Comments?
"I think my alcohol stream is getting some blood in it"
From the doors leading out of MS Spawn. (left side)
From the doors leading out of MS Spawn. (right side)
"I think my alcohol stream is getting some blood in it"
"I think my alcohol stream is getting some blood in it"
You are without shame! At least give us something to look at, you devious person you!
Guardian of the "magic cookiejar"
Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting
WIP Marine Spawn. ( Looking away from Commander Center. ) Happy Kouji? :P
"I think my alcohol stream is getting some blood in it"
I dunno, I've always liked red with a hint of orange...
Happy Kouji is Happy
Guardian of the "magic cookiejar"
Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting
"I think my alcohol stream is getting some blood in it"
"I think my alcohol stream is getting some blood in it"
"I think my alcohol stream is getting some blood in it"
"I think my alcohol stream is getting some blood in it"
And I don't mean making a few changes and basicly showing the same shot
Anyway, looks promising. You know though that marine spawn needs a lot of room? Looks more like a corridor..
-- Nem