New Style I'm Working On.

LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
<div class="IPBDescription">Much thanks to v_wad</div> <img src='http://legionnaired.evil.cc/ns_tentative0000.jpg' border='0' alt='user posted image'>

Speaks for iteself.
«13

Comments

  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    neat, makes it look sterile <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    That's a pretty cool style.
  • MonkeygetMonkeyget Join Date: 2002-02-27 Member: 254Members
    i buyy! i buy!
    It's exactly the kind of corridor i was searching for mathcing this kinf of room: <a href='http://membres.lycos.fr/nolagrulez/ns/projet/medoc0006.jpg' target='_blank'>http://membres.lycos.fr/nolagrulez/ns/proj...t/medoc0006.jpg</a>
    I think i gonna stea... err gonna be inspired by that stuff <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    I like it. It looks nice. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    We really need more yellow/black stripe textures - that one appears in just about every single damn map <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    Could use some contrast in the lightning, maybe some orange, dunno.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Papercut+Aug 25 2003, 03:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Papercut @ Aug 25 2003, 03:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Could use some contrast in the lightning, maybe some orange, dunno. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Nononononononononono please no, the lighting's fantastic!

    So many people muddy up their maps with too much colored lighting -- this is an excellent example of well-used lighting. Vary it within the map, certainly, but not within individual rooms.
  • XenoHazardXenoHazard Join Date: 2003-05-05 Member: 16085Members
    I like brighter stuff accented by pitchblackness.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Probably chop up the strips of blue texture lighting, when they're in continuous patterns like that it doesn't look as good. Also, one of the lights seems to be cut off by the support on the wall.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Beaaautiful. You just did what I love, keeping the map clean.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    That hallway is perfect. Chopping up the light strips might add to it, but I'm not sure. Try experimenting. Listen to coil too, the lighting is fine as it is.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    yeah both arquitecture and lighting are really nice. gj <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Beautiful style. I like it. And although the lighting is very nice already, you could try adding a subtle extra light (of the same color) near that nos_detail in the center. It would add contrast without muddying the effect you have going, and it would draw attention to that area, which would be realistic since it looks like that panel is the "reason" for the hallway.

    Just wondering, is there going to be something outside those glass panels on the left?
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    edited August 2003
    <!--QuoteBegin--Vyvn+Aug 25 2003, 07:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Vyvn @ Aug 25 2003, 07:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Beautiful style. I like it. And although the lighting is very nice already, you could try adding a subtle extra light (of the same color) near that nos_detail in the center. It would add contrast without muddying the effect you have going, and it would draw attention to that area, which would be realistic since it looks like that panel is the "reason" for the hallway.

    Just wondering, is there going to be something outside those glass panels on the left?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That's a window, there's a skybox outside of there.

    IN the future though, Pipes will probably be smaller and to the sides, with skylights to add natural looking high-contrast white light to the floor.

    For example, in this shot of the enterence into ns_caduceus' (thanks coil! ) MED LAB OF PWN.

    <img src='http://legionnaired.evil.cc/ns_tentative0002.jpg' border='0' alt='user posted image'>

    EDIT: I just checked the r_speeds, and those pipes are going to have to not be part of the style, the R_speeds are just gtting too high. I'll find another way to do them though.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    legionnaired:
    do you know what this kinda style looks like? it looks like design from the game "alien trilogy" (besides the textures are more high resulution <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->). I loved this combination between industrial and "sterile" elements, which makes it interesting just to look at it. and I dont hink that there is something wrong with the lightning.
    to this pipes: make them more simple as part of the ceiling. we all know this: one has to cut down the ideas to fit the hl engine. will the whole map be this medlab style? rul0r! cant wait to see the biohazard areas ^^
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    edited August 2003
    Im not so much intrigued by the red X's as I am by th comments about them...

    Bandwidth exeeded <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    Sounds interesting though <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Looks like you guys pretty well Pwned my host. I'm debating buying some space, I'll get these pictures and more back up after I do that.

    Anyway, my first full fledged room, a type of medlab, is nearing completion. I'll get pics up as soon as I can.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    are they too big to post here?
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    yeah really. these people are all saying such nice things about this little x. you can get free space on angelfire. i did, and it works just fine. go make your account now so we can see the pickies!

    Belg
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    BY popular demand, the style test:

    <img src='http://www.dodstudios.net/uploads/uploads/ns_tentative0000.jpg' border='0' alt='user posted image'>

    And the first completed room! Reception and Diagnosis, possibly a major chockpoint.

    <img src='http://www.dodstudios.net/uploads/uploads/ns_tentative0003.jpg' border='0' alt='user posted image'>

    Another perspective....

    <img src='http://www.dodstudios.net/uploads/uploads/ns_tentative0004.jpg' border='0' alt='user posted image'>
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    although im not a lover of 1 unique color aruond the map i must say i really like the pics. I suggest some light_spots like in caged to make it scarier, or at least, a change in the compilation settings to make the difference between light and dark more noticeable. Still, if you leave it like that it pwns.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Heh, gamma .9 bounce 1.... Not very much tweaking there...


    I will try to add some accent to the floor once I get a higher-res floor texture, that one is scaled up and looks fugly.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    the last two pics:

    0wn!!!!!!!

    the style is cool. just make it look more "different". the light on the map shouldnt be this blue in all places. maybe choose this blue style for hallways, use a slightly green one for the medical rooms and maybe a brown or red theme for the locations near hives.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Grav, this is the theme for most of the medical ship, the areas near the ICU hive will have the same cold look, but be green lit, and have much darker spots.

    Also, in case I haven't mentioned, the map takes place between two ships, a medical ship and a hyperdrive prototype-carrying frigate. The medical ship is going to be sterile, cold, and that same pale blue.

    The hyperdrive ship, I haven't decided if I want to have the same coldness, or a hotter high contrast red/white/orange. I'll have to do another style test for that, which I will no doubt post in a new thread.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    try gamma 0.8 or 0.7 and -dscale 4. then post some pics please <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Silencer9Silencer9 Candidate for B.Sc. Join Date: 2003-08-05 Member: 18967Members, Reinforced - Shadow
    edited August 2003
    It looks good!
    But i am missing something in the first picture!
    I really do not know what!
    Maybe the lighting (only the BIG blue)
    Nono! now i know!
    A resource nozzle will be nice there!
    And how should the aliens walk at the wall?!
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Clean, but I think the pipe texture (shiny, various colours of) is overkill. Put something else in occasionally to clutter the environment.
  • 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
    Very nice work you have there! Fam would be pleased that his textures are going to such good use! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    You are going to test that on the RR. I implore you to when its done.
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