Ns_downfall - Ms Screens

CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
<div class="IPBDescription">How bout that feedback?</div> Well, after banging my head against the wall for about a month (no, didn't take me that long to build it) I finally have come up with the MS for downfall. Anyhow, its not to big, but please give me some feedback people. I need outside opinions. Thanks.

Marine Start/Spawn Area
<img src='http://www.knology.net/~wcgill/ms2a.jpg' border='0' alt='user posted image'>

Same thing, but just below previous screenshot
<img src='http://www.knology.net/~wcgill/ms2b.jpg' border='0' alt='user posted image'>

And for anyone that remembers my previous posting, as silly as it was..
The Reactor Core hive in its final form(i think)
<img src='http://www.knology.net/~wcgill/rch.jpg' border='0' alt='user posted image'>

Well, letss hear some of those opinions!

Comments

  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    BiTMAP: Yeah, I'm appling the null texture to all the faces that aren't visible, on the entities not normal world brushes. When I did that I couldn't notice a difference in r_speeds.

    Mr.Ben: In the first and second shot it averages about 500.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Tasty, i like the purple lighting. Keep it semi dark and moody. Good work so far, from what i can see.
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    looks nice, but it seems that purple lighting clashes with the regular lighting. maybe its the compression of the screenshots or maybe its just the wrong colour purple i cant really tell. mess around with the colour values of that purple tex light and see it you can sparkle it up a bit.
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    Well, unfortunatly..I don't own a copy of Photoshop, have to use PSP, so when I reduce the color count (so you guys don't wait ten years for the pics to load) it screws up the colors. All of the lights that look purple are actually shades of blue.
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    I like the "look" of the map. the last pic reminds me of the spaceship part @ C&C Renegade <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
  • G-ZeuZG-ZeuZ Join Date: 2003-01-26 Member: 12744Members
    looks really nice, I like the ambient light in the roof of the coridors, light enough to see the roof, but dark enough for a skul to hide a litle.

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    may I ask how high the light value in your light.rad file those blue lights are?? Its really a killer for me to figure out a good level and i know right now as nice as mine might look its way to bright!
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    Sure thing BiTMAP. Here is the line for my blue lights..although, I'm going to dim them a little bit more.
    ~LIGHT5A 55 55 255 900
    With a env_gamma set at 1.5

    Here are two more angles of the MS.
    <img src='http://www.knology.net/~wcgill/ms2c.jpg' border='0' alt='user posted image'>
    <img src='http://www.knology.net/~wcgill/ms2d.jpg' border='0' alt='user posted image'>

    And this is the room at the end of the corridor you can see in the first and second shot.
    <img src='http://www.knology.net/~wcgill/ms2e.jpg' border='0' alt='user posted image'>
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I think it looks really good, but it's just far too dark. What might be a good idea, I don't know, is put some lights at the floor level in the MS. In the first and second shot of the last 3 you posted, for instance, that lip with the vent texture would probably be perfect for some lighting.

    Oh, and the reactor core hive is totally awesome looking.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Very nice. It would help me to give advice if you'd put the command console in, that is quite important to a marine start position. I'd also like to see some doorframes.

    I hope you have your whole map blocked out before putting in all this detail, or your just going to end up with problems later. Although with the new planes optimizing tools you might just get away with it.
  • statusqstatusq Join Date: 2003-01-10 Member: 12142Members
    This map looks awesome. I really like the reactor!
    Maybe it's just me but is the marine start area bit too dark?
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i do like the arquitecture and lighting. maybe a little dark imo, but....it looks really nice.
  • Eternal_BlissEternal_Bliss Join Date: 2002-11-07 Member: 7633Members, NS1 Playtester, Contributor
    i like it... not too bright so you got this scary feeling <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    I liked it mre with the triad effect.
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    personally i love it, ok maybe i dont. we need more interested walls. if u like ur walls to be mainly flat (which can save r_speeds) or just dont think it looks right with poeky out bits add a trim to the bottom which is about 16units high and a right angled triangle. this worked well in eclipse, although in my map it looks beter as 32 units high. either way ur ms would look way better with a trim like that.
  • kompokompo Join Date: 2002-11-07 Member: 7639Members
    Looks cool, a bit dark maybe, but I like the purple lightning. Third pic is something I'd like to see in future too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    I think the lighting is very well done, it has that scary look to it but try not to use
    it too much or your map will be too dark.
    Remember to contrast your lighting.
    I think there is still something missing...the walls seem a bit plain!! or maybe
    its just me.
    The reactor core hive looks great!!
    Well done....so far
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    Thanks for the positive feedback people! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    And just so its clear. <b>The lighting isn't purple, it is diffrent shades of blue</b>. This is explained in my second post in this thread.
    I am going to make a <i>little bit</i> brighter, but not much. I'm trying to covey a dark and moody feel with this map.

    Greedo: I couldn't agree more. I'm going to through an extra light or to in that area.

    Chrome: Unfortunatly, since this is basically one long room, I don't really have any extra r_speeds to play with. To add door frames and such.

    Mr.Ben: I agree and I'm going to add the electricity back in, but I'm going to keep the 'grate' surrounding the core in. We'll see how it turns out.

    Revenant: Yeah, I really wish I could add more to the walls, but my r_speeds would start to get out of control if I do.
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
  • MaTTMaTT Join Date: 2002-11-01 Member: 3033Members
    500?? Thats pretty good but I think you still have a little more room to play with! Currently the r_speed limit for any new maps that are candidates for the next Counter-Strike is set at 800. Bad example but at least you get the picture! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    are you useing the null texture to its fullest? I know I'm not and SHOULD be and would prolly have saved ALOT of rework if I had, that and the planes remover tool!
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    What are we looking at r_speeds wise?
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    Well, as far as pure r_speed limitations, yeah I do have some room to play with. Although, when you consider how high the epoly count goes in NS, you need your r_speeds as low as reasonably possible. Btw, there is a point where the rspds peak at 581, so I don't really have much of a buffer.
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