Another Hall Design

techtech Join Date: 2002-04-08 Member: 391Members
<div class="IPBDescription">What do u think of this one?</div> Here is yet another hall I created forgive the lighting but hl doesn't ajust for the gamma when it takes a screen shot.

Comments

  • techtech Join Date: 2002-04-08 Member: 391Members
  • techtech Join Date: 2002-04-08 Member: 391Members
  • CabalCabal Join Date: 2003-01-24 Member: 12669Members, Constellation
    edited April 2003
    I really like this hall especially the view from the third pic. I wont comment on the lighting since I cant do much better ^_^. For some reason I envision grates or broken grating along or around the ceiling.
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    looks allright, but a little dull. the style is cool and all.. but its too straight.
  • leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
    What I love about this is the possibilities for skulks, having that "overhang" on the top would allow them to wait while marines pass and then attack from behind. Awesome! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
    I agree with Sephiroth, it's a little dull. Mostly I think this is because you have the same columns and the same lights the whole way down the corridor, which is perfectly straight and fairly long. A lot of repetition is boring, you need to mix it up a little -- maybe have some lights that don't work or flicker, or have a column fallen over, or maybe have the hall open into a wider section for a bit and then continue the hall again (maybe changing direction). You could maybe add light_spots to the orange lights on the sides to add contrast to the lighting. If none of that sounds good, you could just shorten the hall. All of these things should help lessen the repetion while still keeping a similar theme.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--tech+Apr 17 2003, 02:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tech @ Apr 17 2003, 02:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> forgive the lighting but hl doesn't ajust for the gamma when it takes a screen shot. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    From <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=100' target='_blank'>The Mapping FAQs</a>:

    <b>Q: Why are my screenshots coming out darker than they look in game?</b>
    A: There's this really cool effect in NS where brigher things become brighter, and darker things stay the same. It lends a more vivid and realistic view to the whole map. If you have Photoshop, and you want the screenshot to look right, use this method to fix the gamma settings.
    Go to Image->Adjust->Levels in Photoshop. There are three values next to "input level". Change the last value according to this formula:
    value = 255 - (WorldcraftGammaSetting - 1.0)*128
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    <!--QuoteBegin--leifbj+Apr 17 2003, 08:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (leifbj @ Apr 17 2003, 08:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What I love about this is the possibilities for skulks, having that "overhang" on the top would allow them to wait while marines pass and then attack from behind. Awesome! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    AH, YES!!!1

    Awesome hall. Also what I noticed is that the lights on the bottom draw attention away from the cieling, so it's a lot easier to get ambushed. (That, by the way, is good)
  • Elite_GuardElite_Guard Join Date: 2002-11-29 Member: 10258Members
    edited April 2003
    <!--QuoteBegin--ken20banks+Apr 17 2003, 04:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ken20banks @ Apr 17 2003, 04:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--tech+Apr 17 2003, 02:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tech @ Apr 17 2003, 02:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> forgive the lighting but hl doesn't ajust for the gamma when it takes a screen shot. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    From <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=100' target='_blank'>The Mapping FAQs</a>:

    <b>Q: Why are my screenshots coming out darker than they look in game?</b>
    A: There's this really cool effect in NS where brigher things become brighter, and darker things stay the same. It lends a more vivid and realistic view to the whole map. If you have Photoshop, and you want the screenshot to look right, use this method to fix the gamma settings.
    Go to Image->Adjust->Levels in Photoshop. There are three values next to "input level". Change the last value according to this formula:
    value = 255 - (WorldcraftGammaSetting - 1.0)*128 <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    What can us "l337" people with MS Paint only do?
  • EstaranEstaran Augsburg, Germany Join Date: 2003-04-01 Member: 15117Members
    looks quite good, but I think there should be some more details on it.

    btw: what are the r_speeds? cause big halls usually cause bad r_speeds <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    (if they are already high, try to get them lower before adding details!)
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
    Using my patented Mark I r_speed estimator, I calculate that the r_speeds in that shot are no higher than 400, and are probably around 300-350. That's well within acceptable limits.
  • CampaignjunkieCampaignjunkie Join Date: 2002-06-10 Member: 746Members
    edited April 2003
    Lighting-wise, it needs some improvement; gamma can't compensate THAT much. It seems that the lighting is fairly generic, with most of the room visible in generally the same level of light. Although you want most of the room visible, you should leave some darker areas for skulks to hide in and create variety. Some ways to achieve this:

    - Turn off some of the texture lights (just apply a different texture instead of the texture light) to create variety.
    - Use light_spots to attract attention to certain areas (i.e. doors, entryways) while leaving some areas darker. Light is a good tool to place emphasis on areas with.
    - Use a different colored light to "label" vents or setpieces; a color such as red is usually identified with maintenance or vents, and is used by most NS maps for this purpose anyway.

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=3723&hl=lighting+demonstration' target='_blank'>Here's a link to an old thread by Plaguebearer regarding lighting (on hallways); the images are down, so you can't really see what he means, but you can follow the directions... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--></a>
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    While the lighting <i>does</i> appear a little flat, it's still a very nice job. The skulk-friendly ledge up top is a stroke of genious. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • UlatohUlatoh Join Date: 2002-12-18 Member: 10982Members
    I dunno, i kinda like it, i mean, for a space station, the first thought would be utility, not asthetics, and after all, how much time do you spend in hallways,

    id say leave the blandness in the hallways, and let it free up some polys for larger rooms
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    I like that first pic, dont make it more narrow, the ledge near the ceiling are there for a reason, right?

    But you should try to heigtehn the brightness-value on those lights near the ceiling.
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    How do you make texture lights like that?
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    There should be a lights.rad in your tools-directory (by default) if youre using hammer.
    Open it and have a look.

    "d6_spot 255 255 128 50"

    Just replace d6_spot with whatever texture you want to give of light.
  • techtech Join Date: 2002-04-08 Member: 391Members
    Thanks for all your comments, keep them coming!
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