Ns_atrium
Pfhreak
Join Date: 2002-11-14 Member: 8612Members
<div class="IPBDescription">Shots, comments, and development</div> Here they come... the first few shots of what I've been working on: ns_atrium.
These shots are taken from the hallway right outside of the Marine spawn. (Hence, they are well lit. The lighting will change closer to the Kharaa.)
This is the only area I've textured and detailed at all, and this is my first attempt at a map (except for the obligitory map of my house.... but that's a different story.)
Thanks to everyone who helped me get into the mapping groove. (And to the makers of NS of course.)
Without any further ado, I give you:
<b><u><span style='font-size:14pt;line-height:100%'>LAST UPDATED: 03/05/03 </span></u></b>
These shots are taken from the hallway right outside of the Marine spawn. (Hence, they are well lit. The lighting will change closer to the Kharaa.)
This is the only area I've textured and detailed at all, and this is my first attempt at a map (except for the obligitory map of my house.... but that's a different story.)
Thanks to everyone who helped me get into the mapping groove. (And to the makers of NS of course.)
Without any further ado, I give you:
<b><u><span style='font-size:14pt;line-height:100%'>LAST UPDATED: 03/05/03 </span></u></b>
Comments
I'm debating whether or not I should make the grating shoot through able. If so, would I make them illusary and make a clip brush there? (Then skulks couldn't walk on the part that is grating.... Comments?)
I would suggest making the vent walls solid, in that you can't shoot through them. That way you can use them for gathering information, but not for, say, a Fade to camp in and acid rocket everyone who walks by.
Also you see the supports on those walls? Add them in, either poking out or beveled in. They always make an area look better when it needs a bit of spicing up.
Good idea. I'll do that. Like I said, this is my first map attempt, and the first area I've textured/detailed at all. Perhaps some variation in the lighting is in order? I'll play with the colors, and brightness. (It feels a little over bright.)
Am I heading in the right direction here? I think it's looking quite a bit better. (And it wouldn't without your feedback.) I'm trying to create a standard I can strive for with the rest of the map. (I mean, if everything isn't as interesting as the HALLWAYS... well, that'd be boring.)
Those yellow pipes contrast well. Differences in lighting break it up a bit.
Other than that it looks good. Keep it up.
Make that line of lights running down the center just a trim of some sort, not lights. Then, every so often down the hallway place a texture light. Three are four are all that seems needed. Make sure they are spread far enough (or are dim enough) to allow a gradual fading of the light between one another and hence, contrast. In the vent running down the side place small red texture lights (of the sort you can find in most NS map vents).
That would be a good idea rather than continuous string of lights. Since this is the marine start area, being this bright I don't think will hurt it.
What needs maybe object on the right hand side that has some contrasting colours (not yellow or blue because those are done already). A red vertical pipe maybe? Or door? a panel? a window? Just to break it up. The left wall looks good to me. Good luck!
In other news, I am almost done with the first draft of a texture free, detail free version of my map. (I mean detail FREE, as in nothing but big box rooms. I'll rebuild them and refit them once I finish my layout.)
The map is turning out to be quite big, and it has a large amount of vertical play. (More than I've seen in many maps. It's similar to Bast in it's vertical range.)
Everyone who is offering critisism and help. You officially rule.
Big time.
Pfhreak
Also, the rooms here are square. They won't be in the final cut, this was just for layout purposes. Also, if you think there should be a weldable, notify me.
The vent in the lower left empties out into the circular room, but is not shown on this overview. (I'm having trouble with it showing everything on the minimap it builds. Some rooms that are entirely below a certain height are not rendered.)