Ns_olympus pics

PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
<div class="IPBDescription">I'll probably regret this</div>Given that every time I publicise a map, the map breaks, I'll probably regret this. but here goes...

Storage A:

<img src="http://pwp.clearsource.net/sloyd/ns_olympus/halflife01.gif" border="0">

Someplace I hope to put a command console - once I know what the model will look like:

<img src="http://pwp.clearsource.net/sloyd/ns_olympus/halflife04.gif" border="0">

CPU Hive:

<img src="http://pwp.clearsource.net/sloyd/ns_olympus/halflife08.gif" border="0">
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Comments

  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Neat storage crates, I may have to steal that idea.
  • DruBoDruBo Back In Beige Join Date: 2002-02-06 Member: 172Members, NS1 Playtester
    It sucks!



    Just kidding.... Actually it looks quite nice.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    I'll send you a .map of them, if you want 'em.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    It's good to finally see these shots up on the forums. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    That hive room looks really awesome.  The other two shots look really good, but that hive room.  If you could add some kind of particle system around that computer thing, then it would just be perfect.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Actually, I don't know if I'd have use of it, but I'd like the .map for those crates as well if you would be so kind. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Just to have if the occasion to use them would arise. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Ah.. Somehow I missed that 3rd picture. Looks nice.

    In picture 2 you have a trim around the walls about halfway up.  The shadow on tha texture is at the top and the highlight is at the bottom, but the room is lit from above.

    Also in picture 2 you have 2 different types of non-slip metal texture, blue painted and unpainted with no apparent border between them.

    In picture 3 you have lights cut into support beams, doing this in real life would weaken the beams considerably so it looks odd.

    Also in picture the I would expect the CPU to be covered in alien gunk in that position.

    At second thoughts those containers must be a devil for adding to the plane count.  They may be worth it however.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Yes, particle systems, and -maybe- do something with that recessed part in the ceiling in the second pic? Dunno, it just seems plain... just a bit plain.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->
    In picture 2 you have a trim around the walls about halfway up.  The shadow on tha texture is at the top and the highlight is at the bottom, but the room is lit from above.
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Yeah.  That's a placeholder for now.  I =despise= that trim - and most of the trims in the ns.wad.  I'm waiting til I get the map finished to go back and do custom textures.

    The ns.wad is really driving me up a wall.

    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->
    Also in picture 2 you have 2 different types of non-slip metal texture, blue painted and unpainted with no apparent border between them.
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Yup.  I like the look - as though a section had simply been painted differently.

    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->
    In picture 3 you have lights cut into support beams, doing this in real life would weaken the beams considerably so it looks odd.
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Yup... I ended up recessing lights into support columns here and there.  Again, it was more because I liked the look of it than anything else.  

    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->
    Also in picture the I would expect the CPU to be covered in alien gunk in that position.
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    It's hard to see, but the gunk creeps right up to about 16-32 units short of the CPU unit.  When I have coolant gas pouring out of the recession in the floor, I'll be able to explain it away that the 'creep' doesn't like the coolant <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    pic 1 and 3 are nice...not sure if I like the bright overwhelming light in 2 tho...and if you need some sexy new textures you might wanna try a custom wad...but if you just want some really crappy ones..my wad is for download at <a href="http://galileo.spaceports.com/~evstudio" target="_blank">this address</a>
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    At this point I'm a little gunshy about custom wads.  My last map was 100% custom, and it fell under the aegis of being 'Not NS Style'.  So, for now, I'm sticking with the ns.wad, until I can bust out Photoshop and Wally, and cut a piece of trim off a pre-existing NS texture.

    Thanks for the offer though, I do have your stuff in my texture toolbox. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    The advantage to the bright light, Hanz, is that when people give me heck for having areas too dark, I can point at the bright spots...

    My 'Obligatory Hallway' was criticized as being too dark, for example:
    <img src="http://pwp.clearsource.net/sloyd/ns_olympus/halflife05.gif" border="0">
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks really great. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Keep at it! You must be like me and take every little consctuctive piece of criticism... and tear yourself apart about it. That gathered from your comment about scrapping things when publicizing them.

    Anyways, don't do that! Your work is great!

    Concerning brightening areas up now because people were commenting about darkness before... think contrast. Darkness is not good. Brightness is not good. A combination of the two? Perfect. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    <img src="http://pwp.clearsource.net/sloyd/ns_olympus/halflife09.gif" border="0">

    Dunno about this hive room.  It's "missing something"... and don't you frickin' say Particles, either <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    Maybe some more dramatic lighting...
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    I'd definitely suggest that this room needs more dramatic lighting.  It almost looks black and white!  You could probably add some more contrast to your other shots, too, because the lighting is fairly dull in all but the first shot you posted.  I really like your brushwork and texturing though, those crates in the first shot are really interesting.  Keep at it.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    It needs dead bob carcasses and shotguns...uh...I mean...Lighting.  Maybe some infestation on the pipes?
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    Hmm..I'd say either Dark Green lighting aimed at the hive, or red lighting throughout the room. Or even be unique and make it yellow or blue lighting.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    how about putting light_spots under the pipes and have them pointing along the pipes to make it seem like the pipescontents are heating/cooling the pipes

    BTW where you have the pipes change height. there is some texture rotation needed on the top of the pipes
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Killtoy squints.

    No... I think the textures are fine. I think you're seeing a lighting effect that just isn't blending well from one triangular face to the next.
  • MechaMecha Join Date: 2002-05-01 Member: 564Members
    This is kind of off the subject, but looking at those lovely crates made me think how cool it would be if there was an official set of prefabs, so there was some cohesion between maps. So a mining map could have some sort of containers full of mined ore and a map based on a mining transport ship could have the same containers. Well just a thought. I guess I was just impressed with those containers
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Plaguebearer+May 21 2002,19:04--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Plaguebearer @ May 21 2002,19:04)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->and don't you frickin' say Particles, either<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Sorry, but since everyone's already commenting on the lighting, I have to fault you here.  There's so much you can do.  Right now, this whole room just looks really static.

    Another thing, the infestation doesn't seem to be too heavy.  I think you could definitely add some more of that.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    What's wrong? Very little. I would put some computery bits under that overhang, so they give off a little light.  The light sourcing on the horizontal support texture is coming from the wrong direction too.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    Incredible shots, I like your atmosphere and you did it with fairly "simple" architecture and lighting, I really like it <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Time for the Omnibus Reply~

    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->
    It needs dead bob carcasses and shotguns...uh...I mean...Lighting.  Maybe some infestation on the pipes?
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Yes, it does.  Unfortunately there's no semi- or even mostly- infested pipe texture.  That's on the List Of Things To Do After.

    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->
    Hmm..I'd say either Dark Green lighting aimed at the hive, or red lighting throughout the room. Or even be unique and make it yellow or blue lighting.
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    I tried blue spots, and they looked wrong.  Went with green spots up in the recessed area in the ceiling.  Looks much better... but my computer ran out of swapfile this morning when lighting, so i can't show it at the moment :/

    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->
    No... I think the textures are fine. I think you're seeing a lighting effect that just isn't blending well from one triangular face to the next.
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Bingo.

    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->
    Sorry, but since everyone's already commenting on the lighting, I have to fault you here.  There's so much you can do.  Right now, this whole room just looks really static.
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Well, I've been avoiding admitting it, but I know jack-all about doing particle systems.  About the best I've been able to manage are carpets of fog.  Plus, I'm of the opinion that particles shouldn't make or break a room.

    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->
    Another thing, the infestation doesn't seem to be too heavy.  I think you could definitely add some more of that.
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    The only uninfested surface in this room is the pipes, and that's because there isn't an infested pipe texture.  What more do you suggest I do?

    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->
    What's wrong? Very little. I would put some computery bits under that overhang, so they give off a little light.  The light sourcing on the horizontal support texture is coming from the wrong direction too.
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    There's panels to the left and right, just out of frame, my bad.  As for the sourcing on the support texture, I disagree.  There's a light to the side, and another above; if anything, there should simply be less shadows in the support.  But that's the way it goes.

    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->
    Incredible shots, I like your atmosphere and you did it with fairly "simple" architecture and lighting, I really like it
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    I'm trying to hold myself to an r_speeds limit of 600... that's why I'm not getting all froufrou in every room.  I'm pleased with the results, myself.

    (Plus, more detail = more planes... waugh&#33<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    You could use a infestation texture and lay it out along the pipes...That's what I would do for infestation, along with already infested textures.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Particles and COLOR. That room is GREY.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    I don't agree Molec, those shots all have a certai natmosphere I really liek and haven't seen in any other NS map, it reminds me of soemthing but I can't put my finger on it, and to me it doesn't seem grey at all
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    Looks awesome iam going to bugg badmof to get your awesome containers to. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    For particles:  <a href="http://pstutorial.tripod.com/" target="_blank">Try this tutorial.</a>

    For the infestation, what I meant was, it might look good to have globs of alien muck just in the corners or hanging off the walls and cielings.



    <!--EDIT|Greedo386|May 22 2002,23:12-->
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    first shot looks good. fourth shot looks quite good tooooo. but the shots are waaaaay to greeeeey.
    try making them bluuuuuuuue
    or red or.... what eeeeeeverrr *cough*
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    /me buys doctapepa a new, non-sticky keyboard *

    Now, try not to spill your soda on this one, k?  <!--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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