Flood!

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Comments

  • 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
    Nice!  Looking good  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    The only thing I can suggest is more use of light_spots.  That would make this shot look <b>so</b> good.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i think its great to use white lightspots, as it makes a perfect contrast to the dark areas. use them. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Troy_RageTroy_Rage Join Date: 2002-10-18 Member: 1530Members
    now thats what im talkin about when i say detail
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Quick reminder:  marine buildings cannot be placed in water (This includes turrets and sieges), while alien buildings and webs can.  This shot looks great.  (:
  • gutterclutchgutterclutch Join Date: 2002-06-30 Member: 850Members
    If water touches marine buildings do they cease to function? It would be cool if in some map, marines would gain a large advantage by building up in a room (which can't be too critical to the game because of what i'm going to suggest) but the aliens can destroy pipes which flood the room to...oh, waist deep or so, shorting out the marine buildings
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    I've talked to Flayra MONTHS back about making a map that slowly floods. Marine buildings, if he hasn't changed it, continue to function if they're suddenly submerged in water.
  • DunsbyDunsby Join Date: 2002-08-01 Member: 1042Awaiting Authorization
    Get some water dripping from them pipes with a dripping sound. Tadaa instant atmosphere.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    Easy to say, hard to implement sbv......
    I think ill add some more light spots and some more detail, because r_speeds are really low (never over 250)
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    A room with waist high dark muddy water would be very cool and atmospheric. You never know what lies beneath the surface  <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->  I suggested this before but it would fit in to your flooding map. And I think skulks can breath under water so marines have to very careful if they want to avoid skulks getting their...nuts for breakfast  <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    heh, the problem is that you can´t implement large flooded areas because marines can´t build on them.....
    In my map i will place a lift that takes you into a flooded part, maybe 2 or 3 corridors and a room, and then another lift to take you up, anyways heres the progress i´ve made....
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    other pic, showing the other wall =)
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    Looks great! Only those lights seems weird because you have red lights on the other side and white lights on the other, seems odd. Or maybe its just me, might look great when you look at both sides at the same time.

    Maybe you could do atleast one room where the marines can take a shortcut but at their own risk <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> Its not like marines have to be able to build everywhere.
  • UnCriticalUnCritical Join Date: 2002-01-25 Member: 73Members, Constellation
    Looking nice, still seems like theres something missing tho, maybe something in the roofspace...

    I love them red lights tho.
  • 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
    I agree, the yellow lights doesnt seem to fit there <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    Ok, i just saw hanz tutorial and i got those yellow lights out and added the cool grate effect =)
    thx hanz.
    pic:
  • FreemantleFreemantle Join Date: 2002-06-16 Member: 783Members
    The whiteness of the grate seems out of place...

    Perhaps a tellow or dim red color.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    The white thingie may look out of place because i havent mastered the shadow technique so i had to place a func_illusionary so you can´t see the null textures.....
    About the color of the light, umm yellow...... Currently im gonna change the color to check wich one is better....
  • 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
    this last shot has a great feeling IMO
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Might wanna turn down the waveheight, though, so it doesn't look so... sloshy.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    Ok, i´ve tryed with red, green, blue, orange, yellow and greyish, i picked orange because its the best looking one, removed the white thingie because i got the appropiate tools now. Added 1.6 gamma, made the waveheight 1 and made the light from the grate make a slow/strong pulse......
    heres the pic:
    Edit: Coil adjusted the gamma of the pic for me so now u have a better idea of how it looks ingame.......
    <img src="http://www.princeton.edu/~danj/temp/batt-adjusted.jpg" border="0">
    And heres the non adjusted one:
  • alius42alius42 Join Date: 2002-07-23 Member: 987Members
    Amazing, great work. By far the best one yet.
  • TarkyTarky Join Date: 2002-07-19 Member: 967Members
    looks fairly sexy <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    I love it. Incredibly atmoshperic.
  • Dan_ForeverDan_Forever Join Date: 2002-08-02 Member: 1054Members
    You hit the nail on the head with that one <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    I'm not absolutely sure i like the yellow light. It reminds me too much of waking up on a summer morning, eating breakfast with the sun shining through the window on my kitchen floor......

    YES IT DOES!!!  <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->

    No, seriously, it does.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Nice shadows Battousai^^x.  The white lights look like they should be giving off more light than they are.  I like that golden glow, reminds me of eclipse.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I wouldn't mind seeing the floor lit up a bit more, but this looks fabulous. Awesome work, Batt. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • RadiocageRadiocage Join Date: 2002-09-30 Member: 1381Members
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    <!--QuoteBegin--*Dread*+Oct. 19 2002,19:04--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (*Dread* @ Oct. 19 2002,19:04)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->And I think skulks can breath under water<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Last I heard, No. Just as Gorges Can't, either.
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