Marine Area Done!

marcosmarcos Join Date: 2002-06-26 Member: 825Members
<div class="IPBDescription">ns_sanitarus pics.</div> Aye, the marine area of ns_sanitarus is finaly done! This part is about 1/3 of the whole map so I still have a long way to go :/ but sure I will be mapping 24/7 now, so it will be done soon as possible. Here are the pics, now with r_speeds:
<img src='http://home.no/markus-l/ms_test0002.jpg' border='0' alt='user posted image'>
<img src='http://home.no/markus-l/ms_test0003.jpg' border='0' alt='user posted image'>
<img src='http://home.no/markus-l/ms_test0004.jpg' border='0' alt='user posted image'>
<img src='http://home.no/markus-l/ms_test0005.jpg' border='0' alt='user posted image'>
<img src='http://home.no/markus-l/ms_test0010.jpg' border='0' alt='user posted image'>
<img src='http://home.no/markus-l/ms_test0009.jpg' border='0' alt='user posted image'>
<img src='http://home.no/markus-l/ms_test0008.jpg' border='0' alt='user posted image'>
<img src='http://home.no/markus-l/ms_test0011.jpg' border='0' alt='user posted image'>
<img src='http://home.no/markus-l/ms_test0007.jpg' border='0' alt='user posted image'>

Feedback, comments, critic, all are welcome~

Comments

  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    that floor texture at 1st pic... don't use it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    otherwise looking superb !
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    cant wait to play it, good work.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    2nd and 7th Pics have light textures that bend around a brush. I don't personally care for this effect, but if that's what you were going for and wanted then keep up the good work. Love the rest of it.

    ~ DarkATi
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    Very nice work. I like the lighting and especially love the corridors. The architecture is great but could use some more details. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    edited September 2003
    dude, that is badass. I still dont care for the ceiling shape in the last 2 pics, but on the whole it looks awesome.
  • ClashenClashen Join Date: 2003-08-22 Member: 20087Members
    I think you have read my comments on the earlyer pics on LD and this looks good as usual <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • JoltGrisJoltGris Join Date: 2002-12-19 Member: 11143Members
    Looks good!
    And it looks NS too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    I've been a fan of sanitarus since I saw the original pictures. Marcos, this map has <i>style</i>, but it seems that you've listened to the critics from before. Personally, I liked the old, over the top architecture and hypercontrasted lighting over this newer, duller stuff.

    If this is what you think is best, then go ahead. I just prefer the older look.

    By the way, I'm not saying this stuff isn't good-it's still awesome and stylish by me- I'm just saying that the older style appealed more to me (and less to some other people).
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Lovely architechture, nice lighting. In my opinion the only thing that lets it down is the wall_lab set. It should be retiring soon, been around since the beginning of NS. Over used, try new texture schemes, the more interesteing the better (for example try wall_black with the green set tanith used to have)
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    edited September 2003
    AWESOME

    except for the light in the second picture. Glass doesn't really bend that way.
    This will require more brushes or models, but try to make that light so that the zigzagged fixture remains, but the lightbulb itself is straight.
    (left is before, right is after)



    btw <!--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-->I've been a fan of sanitarus since I saw the original pictures. Marcos, this map has style, but it seems that you've listened to the critics from before. Personally, I liked the old, over the top architecture and hypercontrasted lighting over this newer, duller stuff.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I agree 100%
  • Cash_Car_StarCash_Car_Star Join Date: 2002-11-03 Member: 6448Members
    I really like pics 6 and 7. The light in pic 2 is a tad oversized though... looks like it's gonna jump out and eat a player.
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    Thanks for all this great feedback!
    DarkATi: True. I will change things in pic 2, but the other lamps will stay.. You really dont notice them that much when running past them, and as for me, I think they fit in :O
    Kage: Hehe thanks! Well I personaly liked the high contrast myself.. But it turned out to be a white/black, on/off, light/darkness thing. If I was to lit up a big room, the room had allmost to be filled with lights :/ But theres still contrast in the lighting tho <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Thursday-: This part is a modern marine spaceship, so I thought the lab_wall set would fit best. But pls notice: This is 1/3 of the map, and 1 of 3 themes. There will be 2 other "areas" that contains diffrent lighting, textures, arcitecture and setting.
  • MazyMazy Join Date: 2002-07-27 Member: 1012Members
    1/3 eh? /me marks 2008 as the year when ns_sanitarus will be released <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->~~
    jk, lux fap (as usual)

    /me humps marcobuns~
  • Drewbar99Drewbar99 Join Date: 2003-05-19 Member: 16505Members
    2008??? I can't wait that long, gezz, get a move on, plez <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    great hallway shapes.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Odd shapes. Where are the good ol' 45° everyone uses? But, it IS looking interesting. Keep on it. My opinion about high contrast is that it makes maps look better but it sacrifies the gameplay when you can't see anything around you. And there are a lot of maps with really dark areas where a marine and a skulk can fight for a minute because they just don't see each other. Blending white light with env_gamma and a dark sourrounding are the worst. You only see the damn light and your eyes begin to adapt to it. Then you look away and everything is pitch black to you. Same with the waypoint sprites. On high env_gamma settings and in dark rooms you can't see through them, because they are overbright. From the picures it looks like you are already adding a lot of lights to counter act all of this. Keep them in! (Or don't use that much contrast. I wouldn't mind a friendly light level among all those depressing dark ones <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    hehe Mazl~~ you are the speedy gonzales mapper, im not :/~ pls
    Nerd: Yeah, thats the problem of high contast lightning. Im adding as much light as I can so it's playble. I know how damn annoying it is with thoose pitch black areas.
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