Ns_nancy take 2

devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
<div class="IPBDescription">Errr just 1 shot ;)</div>Ok this is nearing one of the hives.  From the marine start its about a 30 second run, barring you don't stop for any doors (or aliens).  I'm still working with this area a bit as it doesn't feel right yet, so maybe some one can offer something that will finish it.  I've got a fair number of polys to play with, so I can use them.  I'm usually pretty good with optimizing as well, so in the end I hope to bring them down even more.  

<img src="http://www.milo.cc/ns/ns_nancy7.jpg" border="0">

Comments

  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Architecturaly, everything looks quite good. I think the thing that you may need to change to make it feel "right" is the lighting. It definately needs more contrast. It's lit nicely, but try adding some nice atmospheric dark and bright spots. In other words, everything seems to be lit to the same degree... it would definately give it a more moody feeling if you were to darken some areas down.
  • UnCriticalUnCritical Join Date: 2002-01-25 Member: 73Members, Constellation
    Maybe a bit of cover for the aliens too, especially if its near a hive.

    Those pipes along the roof look great!
    Texture wise it looks good, but maybe try smoothing the infested texture a bit, i seems to come out the hole then stop dead.
    Try a few low level lights, maybe stick them around the bases of the raised levels.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Lighting always seems to be the biggest problem for everyone (I've spent at least a week working on the lightin in one hallway, and its still not how I want it).  Architecturally, you've got a great start going there, but you definitely need to add lighting contrasts.

    And I think that some of the alien texturing is a bit random.I assume the hive is throught hat red hallway in the background there?  If so, then that railing in the foreground probably doesn't need to be covered.  And the wall leading into the hall should probably be a bit less infested, or the infestation should taper out a bit farther from the hallway heading to the marine start.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Lighting. (Try using nothing but spots)

    More infestation.

    Cover.

    Those are the three things you lack grasshoppa.



    <!--EDIT|Moleculor|Feb. 09 2002,22:20-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Moleculor+Feb. 09 2002,20:19--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Moleculor @ Feb. 09 2002,20:19)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Lighting. (Try using nothing but spots)<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    /me shakes head and sighs

    Don't do that.  Some spotlights?  Sure.  All spotlights?  No.

    And on an aside, I think Moleculor has something of a point about the cover aspect.  If that is a room on the way to the hive ("nearing the hive" as you say), then it could definitely benefit with some protective additions.
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    I bet one 'iris door' would be really nice in that hole leading towards the hive (:
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    lol viper, it looks great though.Only thing is that i think those pipes stop rather abruptly.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    looks good.  a little more detail would look good...  also, i agree that the lighting looks a bit off.  nj otherwise.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    I think lightning is good
  • UnknownUnknown Join Date: 1970-01-01 Member:
    /me sobs

    How come it seems like everyone is better at mapping than me?
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--InterFect0r+Feb. 10 2002,12:52--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (InterFect0r @ Feb. 10 2002,12:52)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I think lightning is good<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    The lighting <i>is</i> good. It just needs more contrast. If this were near the marine start, I personally would think it's great, but it's not near the marine start... it's nearing a hive.

    I also agree with greedo. Do <i>not</i> use <b>all</b> spots, though their addition does really help with the contrast issue.
  • devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
    I'll have a new pic up soon.  I almost never use spots lights or point lights.  Texture lighting is the only way to go imho (barring specific needs for one).
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--devilblocks+Feb. 10 2002,14:45--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (devilblocks @ Feb. 10 2002,14:45)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I almost never use spots lights or point lights.  Texture lighting is the only way to go imho (barring specific needs for one).<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    That's an opinion shared by alot of people. I hate to sound rude, but it's also a pretty narrowminded one. Sure, texture lights come out looking 100x better than point based lights in almost every case. But to intentionaly exclude them from your level, even when their use would benifit the map greatly, is quite an awful trend. They are there for a reason. Point based lights aren't wrong to use in every situation, they just require more work to get looking right. That's my opinion.

    BTW, last night, by adjusting the values just enough, (and with the help of env_gamma) I produced a spotlight effect that came out looking nicer, and more realistic than a texture light could ever dream of.

    So overall, texture lights are the best thing to use in <i>most</i> normal lighting situations, but point lights should not be totally overlooked.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    How about adding some little lights along the upper walkway floor, or intermittently dotting the walls?  Lighting pointing up, or at floor level, can be great in sci-fi.
  • devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
    Ken, plz direct your attention to the parenthetical statement <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> I do use point/spots on occasion throughout the level, but most of my lights are textures.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Right, sorry, I'm just a bit touchy on that subject. It wasn't totally aimed at you personally. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • UnknownUnknown Join Date: 1970-01-01 Member:
    thats one big room. how about 1, showing r_speeds, or 2, better lighting.
  • devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
    Still playing with this, but its coming.  Its a little darker near the hive door/corridor as I cut out one of the lights.  Most notably, there is a large center column just off center to the left.  Its fairly thick and provides a good divider/cover between the upper and lower section.  On the right the wall comes out a bit too and you can duck behind it in a limited fashion.

    --edit--

    Just realized also that first shot is a little out of date, as there should be a little blue/green light panel near that coridor.  Soon as this compile finishes I put it up.

    <img src="http://www.milo.cc/ns/ns_nancy7b.jpg" border="0">
    <img src="http://www.milo.cc/ns/ns_nancy7c.jpg" border="0">
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks great db, but I still say it needs a bit more contrast. As in bright and dark spots very near each other. Spot lights work great for that... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    Seriously though, they do... try playing around with em a little. In front of the red corridor seems good, since it's nice and dark now. See if you can get something you like. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Yeah, spotlights would really spruce up that picture a lot.  A nice bright area (not too bright, but I think you get the idea) in the middle of the floor would be nice.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    lights would be nice to add also r_speeds like i said before
    (during the testing just press the ~ key then type
    r_speeds 1) you realy like lots and lots of fighting room dont you, right now i can tell that the advantage will be to the humans for this map.

    rember the r_speeds
Sign In or Register to comment.