Ns_odlers - screenshots

HanzGruberHanzGruber 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

Comments

  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Looking out from a spawn position:
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Before we move on, one last look into the Landing Bay
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Elevator response and service is often quite good when all the stations inhabitants are dead...
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Just yonder through them door way is the command station control thingy:
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    King Arthur and the Knights of the round room with 4 doorways...
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Always good to have reinforced glass plating when living in the vacuum of space..
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Last one...looking back on where we came from:
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    that circular room is great, but the rest of the map looks too squareysh. the texture combinations (IMO) dont match that nicely.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--me&Mendasp--><span id='ME'><center>Mendasp agrees with blueman</center></span><!--e-me-->
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Generally needs a bit of detail, maybe a torn-off wall panel or a few packing crates (X-D). Texturing is top-notch, and the lighting could use a bit of variation.

    That CC position looks pretty hard to defend too, might make it hard for the marines early in the game.

    --Scythe--
  • LockNLoadedLockNLoaded Join Date: 2002-09-05 Member: 1282Members
    is it snowing in space?  <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    LockNLoaded - yes, it is snowing in space...question, does your 28 posts also reflect your iq? <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    I'm gonna have to agree with the majority and say it's awfully bland, monochromatic, washed-out, etc.  Your brushwork is pretty nice, though, and your texturing is good, except that I think the texture WALL_LAB3 doesn't look that great next to your floor.  I think it'd look better if there used a trim texture at the bottoms of your walls to make more of a contrast at those junctions.  Looking forward to see what you can come up with.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The grill in the wall at the marine start would look better with a trim around it, i'd like to see another grill on the other side too if you can spare the w_polys.

    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-->
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    That round room is da bomb <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> i really like it......
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    The round room is easily the best of the bunch, but the thing I need to really comment on is the lighting.  It's very boring, and doesn't really give me any kind of feel for atmosphere of the level.  I remember some other areas of your map had some pretty good lighting, though here it's all too plain, as if you set an amient light level around 100 in rad.

    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.
  • Eck0Eck0 Join Date: 2002-09-28 Member: 1363Members
    The map is lookin great. I love the circle room.

    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.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    I like what you have so far, but I have to honestly say that it looks a bit bland.  I think that lighting is the main culprit, it could do with a little variation I think.  Keep up the good work anyway, I look forward to seeing some more shots!
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Yeah, all the responses (except for the one about snowing in space) make sense to me. I'm happy with the way the landing bay looks and I'm happy with the round room (cept the lighting) but the other areas are pretty much "they gotta get from pretty room one to pretty room two somehow!"

    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...
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    You can download a copy of the latest incarnation of my bodgy ### crapfest map from <a href="http://galileo.spaceports.com/~evstudio" target="_blank">My Webpage</a>
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Hanz, the way that room looks now is 10 times better than in the previous screenshots.  It looks so much better, in fact, that I think a similar lighting style in many of the other rooms you showed would be great.

    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.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    <!--QuoteBegin--HanzGruber+Sep. 28 2002,22:32--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (HanzGruber @ Sep. 28 2002,22:32)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Yeah, all the responses (except for the one about snowing in space) make sense to me. I'm happy with the way the landing bay looks and I'm happy with the round room (cept the lighting) but the other areas are pretty much "they gotta get from pretty room one to pretty room two somehow!"

    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!
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I just looked at the map, and one of its major failing points is the lighting.  And one of the main reasons for this is because you aren't using env_gamma.  This entity is practically required for good lighting in an NS map.  Put it in, and give it a value between 1.4 and 1.8 (I'd reccomend 1.6).  It'll make everything the way you have it now really bright, so you'll have to go through and redo the lighting, but this way it will be a lot easier to make engaging, atmospheric lighting and lighting contrast.

    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.
  • Res1Res1 Join Date: 2002-08-18 Member: 1187Members
    I must say I'm quite amazed at the major difference in the lighting you did to that round room Hanz.  It looks 10x better.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks awesome, Hanz. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Quite a drastic improvement in that circle room... and I thought it looked good in the first version! I don't know how well it would tie into the layout, but I bet that room would be perfect for a resource nozzle.

    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-->
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