Colony shot's

TimberwolfTimberwolf Join Date: 2002-01-25 Member: 71Members
<div class="IPBDescription">Dark colony?..take a look</div>Here some Shot'S of my map (i gived up for nova it was feeling great enought for me...) so here is my colony shots the name is not really decided... and in these pics the quality of the jpeg is very low because of the new bandwitch limit.... so enjoy(its still alpha version so very early shot's)

Comments

  • TimberwolfTimberwolf Join Date: 2002-01-25 Member: 71Members
  • TimberwolfTimberwolf Join Date: 2002-01-25 Member: 71Members
    oh and take not that the round shaped floor(the grey one) is an elevator  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • TimberwolfTimberwolf Join Date: 2002-01-25 Member: 71Members
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    I love em

    looks great
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    You have some really great architecture there.  I'm also noticing the monochromatic motif you've got going here.  Everything seems to be in shades of grey, and as such, those blue monitors really seem to stick out.  Nice work.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks great Timberwolf. It reminds me of an area in bast, which of course is a good thing.

    There isn't much contrast in the lighting, but I think the contrast of the colors kind of make up for it. That's why everyone liked the corridor in bast that used the same syle even though it was so bright. Contrasting colors.

    Edit - I'm sorry everyone, if it sounds like all I ever talk about is contrast this contrast that... It's just that I beleive that it is one of the key features that makes NS levels so different from other hl levels. That's the first thing that caught my eye the first time I saw a NS screenshot on PHL. I didn't realise it at the time of course, but that's what it was.
  • TimberwolfTimberwolf Join Date: 2002-01-25 Member: 71Members
    oh did i mention that the lightning is not done! so the word was given THE LIGHTNING IS NOT DONE  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • humbabahumbaba That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
    Thats really really cool. I love the whole dark grey spooky industrial motif. Really looks cool and futuristic, but not the cheesy, overly colorful futuristic sometimes pictured.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Looking good, I like the mostly greyish look too! But as you said, lighting is to come, so I will wait on it. Arhitexture looks good with the hallway arches in the shape of the door and all. No boxy rooms, all nicely done. Only pointer in the monitors in the final shot look a little squished <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Keep up the good work1
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Yes!  Timberwolf is back on track. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Looking great, as usual.  I'm betting no one will notice anyway (mostly because the font is so hard to read), but the wall panels with the logo on them have the bast logo, and the text reads "UCC BAST".  But if you don't mind, I don't either! <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->  Maybe they made the colony from surplus bast parts. hehe.
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    DUde, those shots remind me of Giger's artwork!!!!!! great job!
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    looks good man.  as the lighting is not completed, please allow me a few suggestions.  the lighting is very blunt right now.  there is very little showdowing.  i would suggest cutting back on some of those lights, and directing the focus of the remainders.  creat a good balance between light and dark.  perhaps a little different coloring to the lights too.  i notice a lot of people using differnt blues, reds, and some yellows.  haven't seen much green yet, so if you want to be a bit different...  i think that based on the look right now, any color light would look good.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    tell me, how did you make the hallway the same shape as the door? did you just carve it? or did you spend the time shaping it by hand?
  • BlahmanBlahman Join Date: 2002-01-25 Member: 85Members, NS1 Playtester
    No serious mapper carves <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • FreestylerFreestyler The First NS Fan Join Date: 2002-01-24 Member: 20Members
    Damn you Relic.  You said the only thing I wanted to say about this map!  Everything else looks just brilliant (except for the lighting being too bland, but you've already noted this).
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    Great architecture, lightning blah blah see above, i just don't like that cieling texture you used in the second and last pic.
  • TimberwolfTimberwolf Join Date: 2002-01-25 Member: 71Members
    hehe well Carve can be used if used correctly i shaped the door with vertex tool it took me like 6min its easy while work with high grid resolution

    ¸By the way >Relic i was think about make a side story with bast and my colony so it could be a ucc-bast colony? anyway email me so we can speak about that!
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    No problem!  You can work it into your map's story however you'd like.  Just in case it wasn't made clear somewhere at some point, the UCC Bast is a mining/ore processing ship.  Other than that, feel free to be creative as you want!  There's no reason it couldn't be a Bast colony too. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    HOnestly, what would scare teh sh1t outta me in this area would be if it were really dark with few functioning lights and a flickering light or two. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> one comment thou, the corridors do seem to be a little cramped, like the marines would have to move in single file throughout most of these areas, which isn't too conductive to teamplay, 'cause it's whoever is in front that ends up doing most of the killing, and the ones behind him take his place when he dies....
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    I agree, contrast really sets this mod and its maps apart, Its def important.  OH YEAH, and who the heck said the marines would be doin the killin???   BTW, great map, Im just starting and now I really appreciate other's mapping work, speacially when its good  <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Even in a cramped corridor, there's enough room for four blazing guns.  2 offset in front, crouched, and 2 offset behind, standing.  It's just a technique that marines will have to learn. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->  If you're the point man and a fight breaks out, crouch so the guy behind can fire over you!
  • FreestylerFreestyler The First NS Fan Join Date: 2002-01-24 Member: 20Members
    I always crouch when I fire anyway.. its wlays more accurate.  Or will that not be the case in NS?
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