Ns_odlers - screenshots
HanzGruber
Join Date: 2002-01-25 Member: 47Members
<div class="IPBDescription">Opinions or humiliations always welcome</div>Just some shots:
The Marine Spawn area - tweaked lighting
The Marine Spawn area - tweaked lighting
Comments
That CC position looks pretty hard to defend too, might make it hard for the marines early in the game.
--Scythe--
I didn't like the the mix of grey and brown lab textures in the resource node room.
In one of the shotas an entire monitor is lit up yellow, but the surrounding wall is not, I would use a single point light in front of the monitor.
I will forgive you all this because of the round room which is really quite sexy.
<!--EDIT|ChromeAngel|Sep. 28 2002,17:08-->
In the round room especially, you seem to have an ultrabright spotlight in the middle and various floor accent lights around the edge, yet no other discernable source of lighting. I should hope it's not light_environment, since space doesn't give off nearly that amount of light. Basically, what I'm saying, is that room would look a lot better if the ceiling were somewhat dark, and the floor were maybe lit up a little more with small lights on the 'path' I guess.
The pipes could use some flanges where they connect to the ground and walls and for some reason all of the rooms look a tad squarish except for the circle room for ovious reasons. The lighting could use some variety maybe some red or blue in places. These are just some ideas I thought could help and good job on the map so far.
I think I gotta stop thinking realistic and start thinking artistic... thanks for all the comments though...
I've made some changes to the round room lighting to give it a real cold feel...and I'll attach a screeny....
but I think over-all I'm gonna start my map again...too many short-falls with this one... plus, the wpoly's hover around 500+ all the time so it doesn't give me much room to take in suggestions.....
ARGH! just looked at this screenshot again before I posted it - it doesn't even make the room look cold - WHO AM I KIDDING...I can't map for #### ... I should just stick to making textures and sprites and be happy with that.... #### this is a really ###### way to start a good day.... ffs...
Don't give up now. Restart if you must, but if you can improve a room as much as you did with this one by simply changing the lighting, then you could probably improve a lot of the rest of your map, too.
I think I gotta stop thinking realistic and start thinking artistic... thanks for all the comments though...
I've made some changes to the round room lighting to give it a real cold feel...and I'll attach a screeny....
but I think over-all I'm gonna start my map again...too many short-falls with this one... plus, the wpoly's hover around 500+ all the time so it doesn't give me much room to take in suggestions.....
ARGH! just looked at this screenshot again before I posted it - it doesn't even make the room look cold - WHO AM I KIDDING...I can't map for #### ... I should just stick to making textures and sprites and be happy with that.... #### this is a really ###### way to start a good day.... ffs...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
/me Hyperventilates....
/me falls over...
Oh, my, gawd, that's more prettyful than Kirsten Dunst!
Accent lighting, lighting at floor level, spotlights, and texture lights are all particularly important and, for the most part, somewhat absent in this map. It's hard to get into the feel of the level without engaging lighting.
Architecturally and texture-wise, the map is okay. There are some parts where you could use a lot of work (the mess hall in particular) and some parts which are quite good (the circle room and the sleeping quarters).
As for the r_speeds problem, I looked at the map in gl_wireframe 2 and noticed that an excessive amount of faces were being unnecessarily split up. Especially the floor and the pipes. I couldn't say why the pipes were being screwed up like they were, but the flooring is most likely because rather than split it up into a few brushes to conform to the walls, you just put down one big brush and stretched it out to cover all the space it needed. In some cases this method is okay, but in this case it isn't.
My suggestion to you is to most certainly not give up. Even if you think this map is crap, and that you're a crappy mapper, stopping mapping now is the worst thing you can do. You've put too much time into the map to just stop. If you really don't like the map, then restart. You're work <i>has</i> improved since you started this map. It can only get better.
One of the best things you could probably do is some lighting/stlye tests. Open up a new .rmf and go crazy. Get some inspiration from sci-fi movies/art/whatever and try and make something similar with your brushwork, and give it your own style. Experiment with various forms of lighting: spotlights, tex lights, point lights, env lights. Pipes, particles, grates, ladders, insanity.
I guess what I'm saying is that it's never a good thing when a mapper just quits, especially when they show the kind of potential that you do.
I'm also really liking the detailed feeling of the MS ceiling. Nice. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->