6 new eclipse screens

KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
<div class="IPBDescription">Have to go to my site for them, ha!</div>6 in-progress shots of the nearly completed (and about half-rebuild since playtest build 1) ns_eclipse playtest build 2!

<a href="http://planethalflife.com/awmaps/" target="_blank">http://planethalflife.com/awmaps/</a>

Last one kinda sucks more than the rest, sorry... turned out darker than it should have. :-\ Anywho. You know you want them. Really. What? You don't? Well, umm... Kittens!

Comments

  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    As everything you post Andrew, 1 word -> impressive.

    I really like 1º and 2º pic arquitecture, really nice.
  • InfinityInfinity And beyond&#33; Join Date: 2002-01-25 Member: 50Members
    nice KFS, i really how good that hallway turned out in the end, good mix of colours

    those screenies are nice, however the second screenie might have some probs with the r_speeds if its gonna be a heavy fight route
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    sexy as always! :)
  • Right_Behind_YouRight_Behind_You Join Date: 2002-04-23 Member: 501Members
    The fourth pic does look a little bland, maybe you should retexture it?
  • DruBoDruBo Back In Beige Join Date: 2002-02-06 Member: 172Members, NS1 Playtester
    Also, remember that this facility is <i><b>overrun by hostile aliens.</b></i> Things should look worn, and electronics should be on the broken side. I mean, a pudgy isn't going to go through a room and spread infestation over the walls, but leave the computer panels the way they are.

    Dirtify. And Spiffify.

    Or  <!--emo&:bob:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/bob.gif" border="0" valign="absmiddle" alt=':bob:'><!--endemo--> will eat you.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Actually, the Eclipse facility is relatively new -- and recently infested. Things haven't been allowed to go too far awry yet. That's saved for the third map in the set... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • KobraKobra Join Date: 2002-06-09 Member: 744Members
    Ímpressive!
    Ns has one of the most good looking collection of maps i've ver seen, and this falls right into that catagory, love the feeling in those shots.
    <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Sorry, been away from the forums a bit.  Here we go...

    <img src="http://planethalflife.com/awmaps/teaser_pics/eclipse_teaser16.jpg" border="0">

    Seems <u>very</u> bright.  It feels to me like it needs some light/dark contrast; maybe knock some of the lights out?  

    <img src="http://planethalflife.com/awmaps/teaser_pics/eclipse_teaser17.jpg" border="0">

    Okay, I'm not a PT'er, but it seems to me that a resource tower on that node would block the catwalk, wouldn't it?  Or am I talking out my sphincter, here?

    Simply an aesthetic point here, but you could possibly run alpha'ed cabled along those hanging light fixtures... Just a thought.

    <img src="http://planethalflife.com/awmaps/teaser_pics/eclipse_teaser18.jpg" border="0">

    Again, feels pretty bright, and narrow - but out of context it's hard to tell.

    Not much else to say on that one.

    <img src="http://planethalflife.com/awmaps/teaser_pics/eclipse_teaser19.jpg" border="0">

    Seems... sparse (like I should talk!  but, heh)
    Feels like it needs some kind of jutting supports down the left side of the hallway, lined up under the ceiling beams - if, for nothing else, cover.

    <img src="http://planethalflife.com/awmaps/teaser_pics/eclipse_teaser20.jpg" border="0">

    The off-to-the-right counterpart to the previously pictured area, I assume.  For symmetry's sake, I'd say support beams down the left side here, though the intrinsic structure of the area already offers cover.  Also.. feels like this one would benefit <u>greatly</u> from being <u>much more dark</u>.  

    <img src="http://planethalflife.com/awmaps/teaser_pics/eclipse_teaser21.jpg" border="0">

    Nothing to say there, cept 'Looks good'.  Maybe some floor clutter?
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, 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-->Seems very bright.  It feels to me like it needs some light/dark contrast; maybe knock some of the lights out?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I'm actually quite happy with the way this area looks in regards to brightness, though the color is something that bugs me a bit. I'll probably be playing around with the lights.rad entry for that light on the left (perhaps dropping intensity just a tad), but overall it's about right. Polys here are under 200, and the curve at the end is a GREAT VIS blocker, so look for a much more interesting version of this by the final version. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    <!--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-->Okay, I'm not a PT'er, but it seems to me that a resource tower on that node would block the catwalk, wouldn't it?  Or am I talking out my sphincter, here?

    Simply an aesthetic point here, but you could possibly run alpha'ed cabled along those hanging light fixtures... Just a thought.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I think there's enough room to navigate around. If there isn't, I can move the nozzle. I think it'd offer some interesting gameplay if I can manage to keep it there, though. Regarding the cable... I'd had a similar thought right when I put the lights in, but was holding off based on poly counts. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    <!--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-->Again, feels pretty bright, and narrow - but out of context it's hard to tell.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    An offshoot of the central access corridor. The brightness is where I want it, a nice semi-pleasant encounter before drifting into the chaos of the Triad, the broken down version of the same corridor, or the route leading to the command hive. Width is designed to keep the level 5s in here -- just wide enough to properly navigate, but narrow enough that you'd best get out of the way fast if you see one coming. I think that makes it a -very- volatile central route.

    <!--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-->Seems... sparse (like I should talk!  but, heh)
    Feels like it needs some kind of jutting supports down the left side of the hallway, lined up under the ceiling beams - if, for nothing else, cover.

    The off-to-the-right counterpart to the previously pictured area, I assume.  For symmetry's sake, I'd say support beams down the left side here, though the intrinsic structure of the area already offers cover.  Also.. feels like this one would benefit greatly from being much more dark.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    These are indeed complementary shots. To be honest, I had no idea what the polycount would reach in this long a straight-away until last night's compile. I have a lot more room in my poly ceiling than I planned, to say the least. The lame attempt at a VIS blocker in the lower middle actually WORKED! I would really like to do a lot more here, and I probably will when the time is right (i.e. when the adjustments needed are detail-related, not flow and layout oriented).

    <!--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-->Maybe some floor clutter?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Again, I was worried about my poly ceiling. Turned out fairly well, though, as did the previous. This is a direct offshoot from the corridor(s) in the previous shots, but I think I have enough in the way of VIS channeling to keep things functional. When I re-did the room, I canned the little plops of infestation, which will be making a return in the near future. I can probably snag some other forms of cover to toss in both here and into the non-infested version just up the hall.
  • FreemantleFreemantle Join Date: 2002-06-16 Member: 783Members
    Hey! That second pic is STRAIGHT out of AVP2! I mean it! I forget the maps name. It was an evac map.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    buh? #########...

    /me axes
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    you cant compare NS maps with AvP maps, the 2 are based on space and alien things, but that doesnt mean they are gonna be the same. Many of the maps you will see in NS will remind you of AvP, but the things they've got in common are the same as comparing Star Trek and Aliens films. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Yeah, uh, a catwalk, railing, and red lights... must be AVP2!!!

    No, sorry. Great work KFS! It all looks very good! Good luck with the finishing touches!
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    <img src="http://planethalflife.com/awmaps/teaser_pics/eclipse_teaser17.jpg" border="0">

    This one looks like a feasting ground for fliers. Perfect, very raftery and dark.

    <img src="http://planethalflife.com/awmaps/teaser_pics/eclipse_teaser16.jpg" border="0">

    This one looks like an alien killing floor, no cover for advancing aliens. Maybe you could tear off a wall panel and leave a bit of plumbing exposed. If you were strapped for numbers, there's always crates. :-D (/me laughs self stupid)

    Otherwise, looking fine. Can't wait to play on it.

    --Scythe--
    <a href="mailto:the_only_scythe@subdimension.com">the_only_scythe@subdimension.com</a>
  • yesukaiyesukai Join Date: 2002-04-17 Member: 464Members
    I love the first and second shots!!!!

    Too light? BAH! And I love the color... really gives it the feeling of that not being a window on earth. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    And that second shot... wow...

    Oh, the fourth shot is bland, boring, and not soemthing I would expect from andrew weldon.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    the fourth shot is just too dark, aliens would be almost invisible in the black bits, set the outer cone fade thing of your light spots to a higher value or add some more light sources.

    other than that pic the other ones are great!
  • GobyWanGobyWan Join Date: 2002-02-22 Member: 234Members
    I agree about the fourth shot, it's just... not intersting or atmospheric. The small spotlights are a good idea, but the architecture is straight boxes - not fun.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Yes, we all agree that it sucks, and I already clarified the reasoning behind it being bare at this point -- there are 5 other shots that I'm wondering about, though, that may or may not suck.
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