What Do U Think Of This Hall?

techtech Join Date: 2002-04-08 Member: 391Members
<div class="IPBDescription">?</div> tell me what u think!
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Comments

  • rimj0b_r0dentrimj0b_r0dent Join Date: 2003-03-16 Member: 14581Members
    I like it it's techy. You did a double post, be careful.
  • techtech Join Date: 2002-04-08 Member: 391Members
    ya I had a problem uploading the image
  • techtech Join Date: 2002-04-08 Member: 391Members
    THIS is a resource room for this map
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    make the ceeling darker and you get a new great and unique atmoshpere.
  • techtech Join Date: 2002-04-08 Member: 391Members
    here is another hall that i'm working on!
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    edited April 2003
    That last hall looks really great. I think it needs more contrast in the lighting, though: Be it in form of brighter patches of different colored (probably white?) light scattered around, or whatever.

    I think the detailing is good, if not a bit repetative. Creating a bit of variation or alternation in your wall and ceiling geometry might help there.

    Overall, the lighting does seem a bit on the dark side, and could use more contrast. If you are using the env_gamma, and are not sure how to adjust your screenshots to compensate for this brightness, check out the Mapping FAQs sticky post at the top of this forum for a PS formula. If you <i>aren't</i> using the entity, it really is recommended, as it adds a ton in terms of visual vibrancy to the level (though the lighting may need to be tweaked a bit, depending on your settings).

    Also, in the second shot there, the lightning texture might look better if set to a func_wall (or something), with a rendermode of Additive, and renderamount of 255, with a dimly backlit panel behind it. :)

    Looks like you're off to a great start!
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited April 2003
    lights urgently needs more variety.
    Just turn off every 3rd light, and make another 3rd flickering or simular.
    Add some "random spots of dirrefent color" at rare places.
  • rimj0b_r0dentrimj0b_r0dent Join Date: 2003-03-16 Member: 14581Members
    Wow that's some great mapping, although it looks confusing (not in a bad way). And I'm still trying to get my textures to fit together. Anyone know a site with lots of custom textures for ns?
  • yuttyutt Join Date: 2002-11-16 Member: 8885Members, Reinforced - Gold
    <!--QuoteBegin--rimj0b r0dent+Apr 7 2003, 07:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (rimj0b r0dent @ Apr 7 2003, 07:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wow that's some great mapping, although it looks confusing (not in a bad way). And I'm still trying to get my textures to fit together. Anyone know a site with lots of custom textures for ns? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    A new wad by Fam is available here:

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=20786&hl=v_wad' target='_blank'>http://www.unknownworlds.com/forums/in...=20786&hl=v_wad</a>
  • techtech Join Date: 2002-04-08 Member: 391Members
    thanks for all your comments! here is a 4 way hall intersection I made today!
  • techtech Join Date: 2002-04-08 Member: 391Members
    here is a different angle, this took me 3 hours to make!
  • James_H4xwellJames_H4xwell Join Date: 2002-12-25 Member: 11518Members
    Looks very nice. Keep up the good work.
  • mikachumikachu Join Date: 2002-11-01 Member: 2782Members
    edited April 2003
    wow.... that is quite impressive... just wondering, are you concentrating on an entirely blue approach? i mean i love the color blue (as i'm strange like that) but the addition of contrasting colors (for example, blue's compliment, orange) can add a great touch ... or something. it looks great, up the contrast a bit, possibly add a bit more color, and it'll be great?

    oh yeah, just noticed the grating on the floor.... just my two cents but the rust has been used a bit much, and the grating in one of the hallways is far too big.... it's that way on a couple included maps as well but i keep thinking that marines are going to trip and fall into the grates anyhow.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
  • RotA_PlagueRotA_Plague Join Date: 2002-11-03 Member: 6768Members
    It seems very open, doesn't seem like there would be too many places for skulks to jump unsuspecting marines.
  • techtech Join Date: 2002-04-08 Member: 391Members
    oh forgot to mention something, most of the floors are open underneath!
    so skulks won't have a problem!
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Regarding the new screenshots: Very cool. I like the large number of visible light sources, it gives it a bit of a flashy feeling (don't go overboard though, heh. :) ). Though, again, I think some env_gamma use would really bring the room to life.
  • SurgeSurge asda4a3sklflkgh Join Date: 2002-07-14 Member: 944Members
    Hmmm it has some nice lighting. I like how it's not too complex, but has nice lighting like that. Sexy. Might possibly shorten that first hall though. Not sure though, depends on the map. I like the environment style. Dark, blue....
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    anybody remember the sick fact that grates sometimes let comms drop TFs THROUGH them?
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    keep in mind, that marines can get in to any thing in game down to 42x42x42 units, so lets hope that you have facted marines geting under the grates, and the comm unable to get to them

    other then that <!--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-->sweet work<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    amckern
  • FANoelsonFANoelson Join Date: 2003-04-01 Member: 15104Members
    these are just my suggestions and i could be horribly wrong. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    pic 1
    for the first hallway take off the top white lights on the pillars and try to make the glass darker. i think that line of blue lights could look really sweet if you made the cieling darker. and it seems thats the best way to do it

    pic2
    i think the entrance may be to small and boring but that really isnt a good picture of it. it would also be nice if you gave the lightning panels some kind of shape. maybe lower the cieling a little.

    pic3
    more detail on the cieling, like wires and pipes. change the grate textures for sure. i dont like that line texture on the walls facing the shot. for the sides only put lights on the top and bottom not all the way around. that might make more contrast.

    pic4 and 5
    very nice. very nice.

    thats my two cents but add some more places for skulks
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    hoooo!
    Open space underneath the floor grating for skulks?

    I love this! Imagine seeing tons of skulks under your feet, knowing you can't fire.... that is going to be a big "Pro" in your map.
  • tbZBeAsttbZBeAst Join Date: 2003-01-26 Member: 12755Members
    Just as long as lerks can't fire through...
  • PegenatorPegenator Join Date: 2002-12-21 Member: 11269Members
    edited April 2003
    OMG OMG h4x0r elite über pwnage!!!!!!11

    or in other words...
    /me likes.
  • RR_Co-NRR_Co-N Join Date: 2002-12-11 Member: 10524Members
    i read some comment about the lighting and that every 3rd light should flicker or be out of order but really.... why?

    Does every space station need to be old and forgotten?

    I like it when everything just functions like it should. =P
  • techtech Join Date: 2002-04-08 Member: 391Members
    here are 3 more shots from the map, I noticed that the screen shots are darker then the map actually is I don't know why it does that but here they are
  • techtech Join Date: 2002-04-08 Member: 391Members
  • techtech Join Date: 2002-04-08 Member: 391Members
  • Johny_CageJohny_Cage Join Date: 2003-02-06 Member: 13191Members
    <!--QuoteBegin--Redford+Apr 7 2003, 09:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Redford @ Apr 7 2003, 09:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's, uh... dull. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    no its not f@gg

    Id like to see your non-dull map


    and tech it looks just aweomse GJ

    - I can only appreciate people who have the time and patience to work on so many details on maps.

    *clap* *clap* *clap*
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    No need for flaming Johny Cage.

    Your map looks really nice! It has a uniqe arcitecture, but there is something I want to point out:
    Maybe use some overlay textures for the light's? It looks pretty strange as the way It's now.. Also the scaling of the lamps seems strange. Maybe scaling them down to the half hight?
    Also as Ken said, you really should try out the env_gamma.
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