Spirit Style Test (again)

InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
edited April 2003 in Mapping Forum
<div class="IPBDescription">Spirit has a change in direction.</div> This is the last time I'm going to change the design of Spirit, I swear <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

Most much to say really, just give me your feedback on the general design and lighting and so on, so I know how to make it all good and stuff. I also have a few plans for taking stuff from the previous two iterations of Spirit and changing them around to fit this style.

Anyways, here's the shots:

EDIT: Bah, Netfirms sucks. The shots are attatched to the posts below.

Comments

  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    Well, they are not appearing for me, but I have seen them on IRC anyways <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    As I said: Wow! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Hope we get some day Spirit <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Hmm. Mendasp doesn't seem to be the only one for whom the images do not appear. Which is funny, because I can see them fine. Anyway, I'll attatch them, for anyone that can't see.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
  • RotA_PlagueRotA_Plague Join Date: 2002-11-03 Member: 6768Members
    Very nice, I like the look, something just seems right.
  • JedediahJedediah Join Date: 2003-01-27 Member: 12847Members
    Very nice detail and texture fitting.. keep an eye on w_poly counts though
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Nah... that's no good... it is really bad... please tell me what those cut-through pipes should be useful for?!?
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    one thing, the pipes on the left side of the second pic seem to go into the doorframe and stop. It's unrealistic to have those pipes just stop. Have them turning into the wall, not into the doorframe...

    other wise it roxors my boxors!
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Very nice. It looks official quality style-wise. I love the asymmetry in the lighting. As someone is bound to say if I don't first, it reminds me of Nothing. Now, hurry up and get it out!

    Hm, searching for minor complaints.... Maybe you could add a *thin* trim between the r25 round-holed grate ramp and the nos_grate floor, as the change in texture looks a bit sudden.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--QuoteBegin--NerdIII+Apr 7 2003, 02:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Apr 7 2003, 02:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nah... that's no good... it is really bad... please tell me what those cut-through pipes should be useful for?!? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I can see why the pipes on the left are a problem (as Windelkron pointed out), but that was an idiotic oversight on my part, but it's not a huge problem, as this is just a styletest. But I don't see the problem with the pipes on the right, they're perfectly continuous.

    But can you tell me what is actally wrong, besides a little niggle with the pipes? -Why- is it really bad?
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    Very nice Insane, very nice indeed. The only things I could suggest are more places for skulks to hide in the cielings or wall fixtures, and maybe some pretty glowy signs or the like?
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    hey, at the back of the second pic you see how it is pitch dark? make that a bend in the tunnel, and the keep the bend absolutely pitch dark. that would pwn so incredibly. (fearful going thru the bend)
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    In essence there is nothing wrong with the style, only the cut-off pipe.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    hmmm /me likes
    Although i don't like the repeated light textures on the top of the walls.
    Take them off and use light_spots instead.. give it loads more atmosphere.
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    You can try taking those lights out, but I'm betting that it will develop a lack of contrast and look too drab. I like those sudden lights coming out of the dark walls--they give the eye something to focus on and draw the viewer's attention somewhere.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--QuoteBegin--BlackPanther+Apr 8 2003, 01:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlackPanther @ Apr 8 2003, 01:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hmmm /me likes
    Although i don't like the repeated light textures on the top of the walls.
    Take them off and use light_spots instead.. give it loads more atmosphere. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I am actually using light_spots in there to add highlights to the floor and create more variation between light and dark. As for the lights, most of them are off, so it's not exactly repeating really <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
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