Ns_Aleser

13567

Comments

  • MagrathMagrath Join Date: 2003-06-27 Member: 17739Members
    Very nice looking. Simple enough to remind me of NS1.

    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.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited July 2010
    Opposite room has been trashed. Did not fit the design of the layout... plus it was UGLY.
  • alibialibi Join Date: 2009-11-20 Member: 69445Members
    interesting ideas there man.. but IMO its WAY too small especially for a RP room.. and also, ladders don't and wont work afaik?
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    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.
  • alibialibi Join Date: 2009-11-20 Member: 69445Members
    resource point maybe?
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Well originally I was going to use the arcs showing the outside of the ship, but then I remembered we don't have glass yet -___- fail.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Here's the small hallway roughly 90% done.

    <img src="http://img28.imageshack.us/img28/8033/screv.png" border="0" class="linked-image" />
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    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.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    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!
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Comments made in reference to the entirety of the 90% complete hallway.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited July 2010
    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.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    <!--quoteo(post=1777846:date=Jul 11 2010, 02:48 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Jul 11 2010, 02:48 PM) <a href="index.php?act=findpost&pid=1777846"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    There's a Skulk in your wall :P


    I like the screenshots so far, but as usual me likes shadows instead of fullbright shizzle. Third shot in first post is sexah!
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Kouji, there's a hole in the wall :O

    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 -_-
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1777867:date=Jul 12 2010, 01:30 AM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Jul 12 2010, 01:30 AM) <a href="index.php?act=findpost&pid=1777867"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Kouji, there's a hole in the wall :O

    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 -_-<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well then, there's a Skulk in your holeinthewall :D


    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!
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited July 2010
    Well with the help of Thaldarin, using his methods of lighting, which seem to work, I came up with this;



    <img src="http://img210.imageshack.us/img210/1953/78235499.jpg" border="0" class="linked-image" />

    <img src="http://img820.imageshack.us/img820/8196/37478035.jpg" border="0" class="linked-image" />

    <img src="http://img194.imageshack.us/img194/4651/15132196.jpg" border="0" class="linked-image" />

    I appreciate the feedback, support, and criticism of my fellow mappers, especially Thaldarin :D
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    That partition looks a lot better now, particularly now that skulk can fit through it!
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    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.

    Comments?
    <img src="http://img227.imageshack.us/img227/8627/16636356.jpg" border="0" class="linked-image" />
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited July 2010
    A sneak peak at the hallway running outside of Marine spawn :] Should I keep the little lights in the middle?

    From the doors leading out of MS Spawn. (left side)
    <img src="http://img695.imageshack.us/img695/8397/spawnj.jpg" border="0" class="linked-image" />


    From the doors leading out of MS Spawn. (right side)
    <img src="http://a.imageshack.us/img251/5043/spawner.jpg" border="0" class="linked-image" />
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1783869:date=Jul 26 2010, 06:28 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Jul 26 2010, 06:28 PM) <a href="index.php?act=findpost&pid=1783869"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bump :D<!--QuoteEnd--></div><!--QuoteEEnd-->
    You are without shame! At least give us something to look at, you devious person you!
  • RedGumsRedGums Join Date: 2010-07-27 Member: 73134Members
    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!).
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited July 2010
    Does anyone know a good color for red? That little wall behind the wires doesn't look good with that red.... need another red :[

    WIP Marine Spawn. ( Looking away from Commander Center. ) Happy Kouji? :P

    <img src="http://img168.imageshack.us/img168/6382/mspawn.jpg" border="0" class="linked-image" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1787905:date=Jul 28 2010, 09:09 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Jul 28 2010, 09:09 PM) <a href="index.php?act=findpost&pid=1787905"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does anyone know a good color for red? That little wall behind the wires doesn't look good with that red.... need another red :[<!--QuoteEnd--></div><!--QuoteEEnd-->

    I dunno, I've always liked red with a hint of orange...

    <!--quoteo(post=1787905:date=Jul 28 2010, 09:09 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Jul 28 2010, 09:09 PM) <a href="index.php?act=findpost&pid=1787905"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Happy Kouji? :P<!--QuoteEnd--></div><!--QuoteEEnd-->
    Happy Kouji is Happy <img src="http://members.home.nl/m.borgman/ns-forum/smileys/shifty.gif" border="0" class="linked-image" />
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Boom shakalaka? ( Power generator behind the gates ;D )

    <img src="http://img693.imageshack.us/img693/9066/spawnql.jpg" border="0" class="linked-image" />
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    View #2

    <img src="http://img217.imageshack.us/img217/4235/spawnb.jpg" border="0" class="linked-image" />
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Quick update: Changed the lights around a little bit. Changed their intensity values, as well as their length values.

    <img src="http://img291.imageshack.us/img291/3406/spawni.jpg" border="0" class="linked-image" />
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    No one will comment on my work? :[ I feel sad now lol
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    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 :p

    Anyway, looks promising. You know though that marine spawn needs a lot of room? Looks more like a corridor..
  • wnnwnn Zombie Panic modeller Join Date: 2003-06-03 Member: 16960Members
    I think the blue-yellow-red color combination is a bit disorienting. Not that it can't ever work but it feels like a circus in that screenshot.
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