New Intrepid Screenies

sySTEm1sySTEm1 Join Date: 2002-12-20 Member: 11222Members
<div class="IPBDescription">just another room. need opinions plz...</div> this is the 'Observation Deck' resource point room. Near to the marine start, has taken a completely different shape from original design plans, but hey, so what, its better imo.

sorry the pics are a little dark as always, but didnt want to ruin them with pshop brightness crud. opinions + improvement ideas plz thx.

pic1:

Comments

  • sySTEm1sySTEm1 Join Date: 2002-12-20 Member: 11222Members
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Lovin it... Crisp...Clear...Keep up the good work!
  • DocZDocZ Join Date: 2002-11-24 Member: 9831Members
    i love the walkway, love the support beams. really well done room. only suggestion i have is to maybe get rid of the grate texture on the floor for those 2 grates. they seem to me to be too thick and pixelated. maybe use a finer, smaller texture and reduce their sizes? i dont know, just a suggestion.
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    The lighting, especially from the monitor, seems to be the only thing that this room lacks. other than that, its looking lovely. Maybe go for something a bit like this, provide a bit of contrast?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Good look, reminds me of ns_nothing.

    I suggest breaking that window up into smaller ones, otherwise that big entity is going to be 'visible' all over the map.

    Please make sure the railings are a func_illusionary with clip brushes benigth so they can be shot through.
  • InjuryInjury Mahou Shoujo Join Date: 2002-11-10 Member: 7992Banned
    I liked the computer screens a bit more, but the window has its own "lucid spacey" touch.. I can't decide now.. such nice shots..
  • EpochEpoch Join Date: 2002-10-10 Member: 1474Members
    I literally said 'woah' when I saw that shot. Follow Fam's suggestion and the room will be nearly flawless.
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    <!--QuoteBegin--ChromeAngel+Jan 11 2003, 08:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Jan 11 2003, 08:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Good look, reminds me of ns_nothing.

    I suggest breaking that window up into smaller ones, otherwise that big entity is going to be 'visible' all over the map.

    Please make sure the railings are a func_illusionary with clip brushes benigth so they can be shot through.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Most of the maps actually have the railings solid, so as not to annoy skulks to much as they cannot climb clips.

    Obviously they can jump it from the walkway side, but clipping would stop them from climbing up from the other side.

    I would advice against making those rails func illusionaries with clip brushes, but hey, its up to you

    Good work on the map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • SubliminalRageSubliminalRage Join Date: 2002-11-23 Member: 9709Members
    Good work man, the lighting is awesome...keep it up.
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    Yeah babeeh me likes.
  • sySTEm1sySTEm1 Join Date: 2002-12-20 Member: 11222Members
    edited January 2003
    ok ive taken into consideration some of your ideas, i agree bout the grate, so thats changed, the window does look better being split up, i have added a blue light to the monitors, even tho there already a texlight, still cant see it too well, overall it looks alot better. <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
  • sySTEm1sySTEm1 Join Date: 2002-12-20 Member: 11222Members
    edited January 2003
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    looks great system keep up the good work.
  • MayIPostNowMayIPostNow Join Date: 2002-12-17 Member: 11001Members
    <u>Next</u> room!

    -me cracks whip-

    awesome eye candy.
  • sySTEm1sySTEm1 Join Date: 2002-12-20 Member: 11222Members
    made some changes to the 'spinky corridor' it no longer has wall_lab textures. and still it looks ok imo.
  • BytorBytor Join Date: 2002-11-19 Member: 9323Members
    That observation deck looks schweeeeeet. The new grating on the floor is definitely an improvement. Can't wait to see more!
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    were the first pictures in this thread non-gamma corrected? Because I liked them a whole lot more (i.e. much darker with constrast lights) than your new version of that room. Just my opinon.
  • MarcianitoMarcianito Join Date: 2003-01-10 Member: 12111Members
    The 'spinky corridor' is a very good atmosphere but i dont like the lights on the wall, too light on it but not at the walls

    (sorry for my english <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> )
  • sySTEm1sySTEm1 Join Date: 2002-12-20 Member: 11222Members
    edited January 2003
    none of these pics were gamma corrected, only thing i can think of that might give u this impression is that i have changed the wall textures for the second pic? im not 100% sure atm about the wall texturing from either pics, so im gonna carry on round the map and decide at a later date. on that note, i am also going to be leaving the lighting as it is, and then going through the entire map once its completed and checking all lighting effects etc to get consitency and of course.. spinkyness


    also.. ive had an idea for the lighting in 'spinky corridor' so ill have a blast then get u another screen in here for opinions, this should hopefully make the ceiling darker.
  • DoctorJuiceDoctorJuice Join Date: 2002-02-13 Member: 212Members, Constellation
    Looks great!
    My only problem is, and I have this with all maps, is that the supports for the railings on the ramps. In real life, the supports would not be perpendicular to the railing on a slope, but instead set so that they are perpendicular to the floor itself. If you need to see what I am talking about, look at any average household staircase. I know this a texture thing, and it really isn't a big deal at all, but when it's only the little things that matter, you know the big things are all ok <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • CookieCookie Join Date: 2002-11-04 Member: 6817Banned, Constellation
    all i can say is that it is much better than my map <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    It looks fab but I have a problem with spinky corridor:-

    Skulks aren't going to be able to make use of huge roof/wall area becasue of the support beams every few yards <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
    How about lowering the top of the support beams so there is a gap at the top?

    If I can demonstrate with poor acsii graphics
    at the moment:-

    .....__
    ...//oo\\
    ..//ooo\\
    .//oooo\\
    //ooooo\\
    ------------

    my idea:-

    .....__
    .../ __ \
    ..//ooo\\
    .//oooo\\
    //ooooo\\
    ------------

    ?
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    why not just make the tops of the supports func_illusionaries? so skulks could still hide behind them, but also walk through them.
  • sySTEm1sySTEm1 Join Date: 2002-12-20 Member: 11222Members
    i see what you mean, but what you dont know, is that this corridor doesnt really need to be skulk friendly, as there is a vent parrellel with the corridor running almost straight up to the marine spawn. access will be only for lerk, skulk n JP marine. so this kinda cancels out the skulking factor of the 'spinky' corridor. spinky, rofl, i think i might have to call it that in game u know <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
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