Ns_eclipse "glory corridor"

KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
<div class="IPBDescription">In desperate need of feedback here</div>Ok... Here's a pair of shots from the "glory corridor" (as marked on the layout, if nothing else). I'm not sure which way to lean for texturing, though, and I'm curious which of these two you prefer.

Also, there seems to be something just <i>not right</i> in these shots that's bugging the hell out of me -- Please, tear them to shreds.

<img src="http://planethalflife.com/awmaps/pics/eclipse_glory1.jpg" border="0">
<img src="http://planethalflife.com/awmaps/pics/eclipse_glory2.jpg" border="0">
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Comments

  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    looks real nice, very techy.  i like the second one a bit better.  very "refined" look to it.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    That is awesome. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    I definitely prefer the second shot. The lighting and texturing is far better there in my opinion. The pipes up there and along the walls are really great!

    The thing that stuck me as "off" here is the lack of more then two colors... I tried to think of accents to suggest, but they all came out ugly in my head. So then I looked for something else, and realized that the place looks completely static. I think that's what's getting at you. Put some steam bursts in or something... anything PS related. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Totally awesome job!
    /me sees bast influences... which is a good thing.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Well, I'm going to say that I prefer the first shot more.  The texture up top just makes the hallway feel a lot more detailed.  And definitely, you need to add steam or something.  It does look far too static in here.
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    Gotta agree with Ken and go for the second style.
    As far as accenting it goes, i'd suggest some small lights under the pipe supports on the walls, (say every second one, alternating with the red lights) using a blue or orange light depending on what u want (contrast or harmony).

    And definately some small random steam bursts.

    What exactly is a 'glory corridor' anyway?
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    hmm, im not sure about this one. At 1st glance the 2nd one looks slightly better, but i agree with greedo about the texture up the top. Maybe find a more detailed texture for the 2nd shot?
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    <!--QuoteBegin--KungFuSquirrel+April 13 2002,19:13--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (KungFuSquirrel @ April 13 2002,19:13)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Also, there seems to be something just <i>not right</i> in these shots that's bugging the hell out of me -- Please, tear them to shreds.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I agree with the guys just in part. I prefear the 2nd shot, but i think u can do very better.
    The lightining is quite good,also the style...but

    -CHANGE THE TEXTURE of the tubes supports,it's totally wrong there, i think it attracts too much the eye,while i think we have to be attracted from the whole walkway

    -CHANGE THE TUBEs POSITIONING: i don't like very much like this, they come too much out of the wall, i think would be better to see them more inside the wall,not totally inside,but half the way...it depends on the area of the map,but i think make 'em with a littler diameter would be great.
    -the floor,i don't like very much how the borders are...

    i think these 3 things make me and u to see that the walkway like this "don't work" <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    I actually just changed both side sets of pipes into wall insets about 15 minutes ago... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Looks a lot more functional.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Number 2 with number 1's top texture looks the best.  Number 2 looks more civilized...
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Ditto what InZaneFleaArmy said.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Hmm.. I just don't like how that top texture in the first one looks... To me it looks much more professionally textured in the second shot. I guess it could just be the lighting though...

    No, the top is textured way better in the second shot. At least in my opinion.. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    dunno if this will screw up the glory part, but add an alcove or two. if glory hall means what i think it means than the marines'll need it.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Ditto ditto what inzane said.  Also, I think the texture of the pipe support doesn't *connect* to the pipes... it looks like two brushes going through each other, rather than 3 long pipes being held up by metal supports.  Make it look like they *meet*, rather than *collide*.

    Did that make sense?
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    I'm leaning toward #2.

    I think I'd like to see a particle system or a little bit more dramatic lighting. I like it alot, but I'm not getting the feel of "glory" out of it. (shrug)
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    A few more changes - I decided to go back to the more detailed texture appearance over the cleaner, more sterile look:

    <img src="http://planethalflife.com/awmaps/pics/eclipse_glory3.jpg" border="0">

    I think it's still too red... The texture lighting doesn't seem to be the most efficient method here... I'll play around with a frew options. As you notice, I haven't added the particles yet.

    Also, again, let me clarify my use of the term "glory corridor" -- I consider a 'glory corridor' to be any corridor that is in such a position or level of detail (or both) that it becomes one of the identifying features of a map.
  • XTS_HighlanderXTS_Highlander Join Date: 2002-04-13 Member: 429Members
    Looks great KFS, but red is good! Red is good!
  • XTS_HighlanderXTS_Highlander Join Date: 2002-04-13 Member: 429Members
    Hey KFS I thought you were working on ns_veil.  Did you scrap it?  Am I missing something here?
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Eh... Could just be a personal preference, but I think the previous versions looked better. They just looked more detailed, regardless of how realistic it was to have the pipes sticking out like that...

    XTS, if you browse through the older posts in this mapping forum, and maybe check out Andrew's news (archive?) on his site... you'll get the story on veil/eclipse. Sad/Happy story. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->



    <!--EDIT|ken20banks|April 14 2002,12:39-->
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    <!--QuoteBegin--KungFuSquirrel+April 14 2002,12:31--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (KungFuSquirrel @ April 14 2002,12:31)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I think it's still too red... The texture lighting doesn't seem to be the most efficient method here... I'll play around with a frew options. As you notice, I haven't added the particles yet.

    Also, again, let me clarify my use of the term "glory corridor" -- I consider a 'glory corridor' to be any corridor that is in such a position or level of detail (or both) that it becomes one of the identifying features of a map.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Happy we're on the same mind-line...i wrote to put inside the wall the tubes,and u were doing! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    -BUT THE SUPPORT TEXTURE is still wrong...someone else remarked what i wrote 1st about this...just hope u havent at now found anyother tex
    -FOR LIGHTS i think are good...but as always Ken says "more contrast" i would add some very little spots behind the tubes, a pair of little cubes with a +0[green/light blue tex] both on the walls and on the ceiling,but remember,very little lights!

    Good Work! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    I prefer the second shot the best but the larger spot lighting of the third is good, also I think the red would be better coming from behind the pipes ... my 2 pence/euros/yen/cents/pesetas
  • KnasterbandKnasterband Join Date: 2002-03-13 Member: 312Members
    I like both of the pictures, but I think your spotlight would need some softer edges <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    whoa, u win the best hallway award from me. just at the end, the doorway needs a new texture.
  • XTS_HighlanderXTS_Highlander Join Date: 2002-04-13 Member: 429Members
    Tycho, your name is familiar.... I think I know you from somewhere but I just can't remember where..... Do you know me?
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I liked it better with the pipes protruding.  The problem now is that the hallway, disregarding the pipes, seems very rectangular.  I *think* this is because the door at the end is the width of the flat floor.  If you made the door a little narrower or the floor a little wider before it slopes, you'll cut some of the squareness out of it.

    The pipe supports are still wrong - check my previous post for a more thorough explanation.  Also, the way the floor slopes on the side isn't very architecturally sound... I personally wouldn't use anything more gradual than a 45-degree angle, and protrude no more than a foot out onto the floor.  Think about trying to push a cart down this hallway (if this were a functioning space station) - you'd be in danger of running up on the incline and tipping over.

    Last gripe: this hallway is the LAST place you will find a Bob.  It's long, straight, and exposed - no alcoves to take cover in, no ceiling vents to drop out of.  The only alien that won't shy from this corridor is a Lvl 5.  If the marines can set up some sentry guns at one end of the corridor, I have one thing to say to you: "Aliens Special Edition".  It's gonna be like shooting Bobs in a barrel.

    That said, in all other ways I really like it.  (:  Sorry I like to b!tch.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    <!--QuoteBegin--XTS_Highlander+April 14 2002,14:29--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (XTS_Highlander @ April 14 2002,14:29)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Tycho, your name is familiar.... I think I know you from somewhere but I just can't remember where..... Do you know me?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Please use PMs for this kind of stuff.

    As for the map... the white spotlights look a tad unrealistic... like the red light just STOPS right there... and that would never happen.

    I kinda like the old way better. Yeah. That second pic was better.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Another revision. On the right track? Maybe? Almost?

    <img src="http://planethalflife.com/awmaps/pics/eclipse_glory4.jpg" border="0">
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    I almost said too bright, but... it's not.

    Very nice.

    There's something weird about the floor to the sides, but I can't put my finger on it.
  • humbabahumbaba That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
    Very nice, I like the feel. Its tense. If this hallway is near the marine start, you can keep it like that. If it is halfway between marine start and hive, put some cracks or broken pipes or smashed support or debris or . . . . you get the idea. I just like broken stuff . . .
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Do the walls slope inwards towards the ceiling, or is that just distortion in the screenshot?  Anyway I REALLY LIKE IT!!!!!  BOOYA!
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Mmmmm... that last shot definatly hits closer to the mark, IMO. I think a little fog, or smoke lifting from the floor at either side... maybe?
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks like a glory corridor to me... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Just add some white steam to break things up, and you'll be set.  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
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