Ns_attempt

HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
edited October 2003 in Mapping Forum
<div class="IPBDescription">give me feed back</div> Here are some pictures of ns_attempt's MS. More of the map is done but i dont like the way it looks at the moment.

Feel free to critique, tell me if it sucks, I want to know what needs to be made better.


The Com Chair

EDIT: updated ss's on page 2
ms2.JPG 56.6K
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Comments

  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    Another Shot of the rez node and a hall
    ms1.JPG 44.6K
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    edited October 2003
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    Looking down the hall towards MS
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    Looking down the hall away from MS
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Try to make screenshots...not so close to the ground. I know your going for that super-de-duper camera angle, but we just wanna see the map!
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    1. Halls are too bland
    2. Change colour above res node - not yellow... blue-whitish would be nice, I think
    3. Move the camera!
    4. Change the hanging supports which hold the bars which hold the lights... change texture size or something. Right now, it cuts into the ceiling, making it very ugley <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    5. Give the yellow lights another texture - it looks a bit weird right now (I'm not sure about this one... someone else comment?
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    Ok heres a better shot of the rez node, yeah i was wondering about the Supports, they seemed odd to me
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    heres another of the com chair from a better angle
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    and 2 more, one looking into the MS, and another in another part of the map, hows the lighiting here?
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    edited October 2003
    second one

    EDIT: note that this is one of the areas im not happy with, because the halls a BORING im working on the shape, im more worried about lighting
  • NajmirNajmir Join Date: 2003-09-25 Member: 21184Members
    what is your w poly count for the main room. If you have some spare under 500 you might want to put the rafters in manually with brushes. I love the layout of the room it has been broken up fairly well.

    I agree with 2 of 8 in that you may have to play with your lighting a little in the main room. As for that halls If you built cylinder brushes for those pipes on the right and added some support structure detail for the pipes the hall would really come to.

    Otherwise keep up the work. You have a few good ideas in here they just ned to be tweaked a little. I you are not sure about testing the polys and using developer mode let us know and I will help ya out. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    r_speeds are between 200 and 300
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    edited October 2003
    1. Camera angle is better <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    2. I like the one looking into MS - blue lighting is nice
    3. Change the yellow lights above the res node! Yarges! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    4. Supports are still weird.
    5. Last screenie - move the lights on the sides (yellow ones) up, so they're always the same distance away from the floor.
    [edit]
    6. Put more lights in the last hall screenie - it's too dark.
  • NajmirNajmir Join Date: 2003-09-25 Member: 21184Members
    Love the two new piccy's. Lighting is deffinitely better.

    Just a suggestion . Try to use some that blue lighting as a border at the entrance of the little hole the cc is in. It will break up the lighting and draw focus where it is needed.

    As for the poly count you still have a couple of hundred spare. Try building your rafters using thin brushes 1 to 2 uints in size. You average poly count needs to be between 400-500 with peaks at 600-700. I generally dont like going over 600 but some ppl do. have a play and post some more piccys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    Is that the comp lights texture you are using on the wall as a light strip? If so, you may want to change it, I think in the ns2 wad you can find a blue light strip texture that won't make that corner stand out so much.
    I can't tell to well from the screen shots, but marine spawn seems kind of small. It doesn't seem like there is enough room for a big base. True, making it really big will send the r_speeds through the roof and make it too easy for the marines to defend it, but having it too small will make it hard for marines to get around their buildings.
    Also, you lighting looks nice, but watch your entity count. Remember, you only get 200 entities (minus the ones that don't count) to work with. If you are able to keep the number of func_seethroughs you need down by using the null texture and moving details into to the roof, and keep the number of func_walls you need by moving details one unit off the wall/floor you'll have more entities left over for things like dripping water and sounds.
  • NajmirNajmir Join Date: 2003-09-25 Member: 21184Members
    on another note. Im not sure about the extra lighting in the last hall pic as suggested by 2 of 8. I may have a higer gamma than you guys so I may have a diferent perspective. Ho ever the textures are just visible and in some areas that is good. especially for skulks. I am a big fan of darkness in small doses. So thumbs up on that one from me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    great feed back, im working on some of the changes

    Machivel, im actually using both, one for turquoise, and one for blue lighting, but i agree, it looks bocky with that texture
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    OK here come some updated pictures, with world polys etc

    First
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    I'm sorry to say this, but your rooms and coridors looks only like hollow cubes joined togheher. Sorry...
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    yes i agree totally im working on that problem but im having "detail bock" and so im just doing layout
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    When I'm making a room i start with floor, then I add room-specific things (computer, reactor, generator etc) and then i add walls and ceiling
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