CO_Uplink
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Re: CO_Uplink
Posted by Crackerjack on Fri Mar 26th at 3:37am 2004


Hey guys, this is a little something I threw up really quick.. Just to get a sence of where i wanted to the map to go. Currently me and IR are creating the map. Anyways guys here are the pics of the hallway test. Please give me your thoughts.

[addsig]



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Re: CO_Uplink
Posted by Tracer Bullet on Fri Mar 26th at 3:56am 2004


Looks good. I like the second pic much better than the first. I really like the warm orange glow that comes from those supports. rallly blends nicely with the textures. I realize it's just two angles of the same thing but... I dono. I just don't think the hard edged blue light goes well with the rest of it.

[addsig]



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Re: CO_Uplink
Posted by Yak_Fighter on Fri Mar 26th at 4:24am 2004


It looks better than mine.



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Re: CO_Uplink
Posted by Cassius on Fri Mar 26th at 4:49am 2004


Nice hallway, but it's still one hallway.



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Re: CO_Uplink
Posted by Campaignjunkie on Fri Mar 26th at 4:57am 2004


? posted by Cassius
Nice hallway, but it's still one hallway.

Ditto. Focus less on hallways, more on rooms.

[addsig]




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Re: CO_Uplink
Posted by esechre on Fri Mar 26th at 4:59am 2004


? posted by esechre in map comments!!111

looking really nice so far. Good architecture and nice lighting. I think the ceilings are a little too dark (probably my monitor tho). Keep it up, i wanna see more

oh and yea, rooms are where its at, yo.

-BB

[addsig]




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Re: CO_Uplink
Posted by Crackerjack on Fri Mar 26th at 5:07am 2004


Agreed, rooms are where it is at.. yo... but what i wanted from this.. was a style and lighting that I continue on with through out the rest of the map. Seeing how people like.. it seems to be that this style is a winner. Thanks alot guys...expect to see more soon. [addsig]



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Re: CO_Uplink
Posted by Crackerjack on Sat Apr 3rd at 10:33am 2004


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Update: New pic .. Pic 3 from the selection up top or you can view it down here.

[addsig]




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Re: CO_Uplink
Posted by Myrk- on Sat Apr 3rd at 1:30pm 2004


I like it Textures look spinkee, and the whole level has an active feel about it. Alot of NS levels and space station levels have a dead feel to them as if they arn't finished yet or something. Yours looks alive and evil.... [addsig]



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Re: CO_Uplink
Posted by matt on Sat Apr 3rd at 4:02pm 2004


looking sexy [addsig]



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Re: CO_Uplink
Posted by scary_jeff on Sat Apr 3rd at 7:13pm 2004


Wow, it looks great. I agree with what Myrk said about it looking alive, it is also somehow more dramatic to me than other NS maps. The shot in your post reminds me of AVP, lots of tall narrow rooms in that (I think the room in your shot is tall and thin, I can't see how big a player would be in it).



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Re: CO_Uplink
Posted by OtZman on Sat Apr 3rd at 7:32pm 2004


I like all of the pics. Very sweet... [addsig]



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Re: CO_Uplink
Posted by GrimlocK on Sun Apr 4th at 6:23am 2004


The pic's look nice, I like the variations in light intensity (like most N_S maps).

Hey, just a question semi on topic, I havn't played N_S in a long time but has anyone created any maps with more natural settings? Like the aliens home world or something to that exstent? It seems that most maps follow a specific set of unspoken design rules, other than the obvious ones that make the maps work in N_S. (AKA industrial futuristic sci-fi)





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Re: CO_Uplink
Posted by Yak_Fighter on Sun Apr 4th at 7:42am 2004


? posted by GrimlocK

The pic's look nice, I like the variations in light intensity (like most N_S maps).

Hey, just a question semi on topic, I havn't played N_S in a long time but has anyone created any maps with more natural settings? Like the aliens home world or something to that exstent? It seems that most maps follow a specific set of unspoken design rules, other than the obvious ones that make the maps work in N_S. (AKA industrial futuristic sci-fi)

Nope, they are all industrial futuristic sci fi stuff. The authors of the mod don't want outdoors areas, and many players feel that the gameplay lends itself only to tight corridors with rooms spread around. The official map guidelines themselves pretty much state this. People for some reason think that if the hallways aren't tiny Skulks can't do anything, which is hogwash, but anyways...





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Re: CO_Uplink
Posted by Myrk- on Sun Apr 4th at 9:29am 2004


I almost did an outdoor level, swamp map stylee with bases in it and stuff, skulks could hide in trees, would be well cool! [addsig]



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Re: CO_Uplink
Posted by ReNo on Sun Apr 4th at 2:33pm 2004


All the shots look great CJ, very little to criticise. Keep it up and this will be one hell of a looker

[addsig]




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Re: CO_Uplink
Posted by GrimlocK on Sun Apr 4th at 3:37pm 2004


I think it would be posable to do a natural setting. Maybe 1/2 natural and 1/2 industrial. For example someone could make a map based in a set of caverns on a moon that the aliens happen to be using as a front to attack near by space stations. The caverns could have been carved out by the aliens. The industial areas could be ships that tried to attack the aliens by boaring into the rock yet failed to eraticate the infestation.

I guess this idea would only push the idea of a natural setting just a little bit since a lot of maps already have cavernous areas. If a person could create a natural setting yet maintain the tight suspensful feeling in most N_S maps it would be a success.





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Re: CO_Uplink
Posted by Crackerjack on Wed Apr 14th at 12:38am 2004


Progress: [addsig]



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Re: CO_Uplink
Posted by ReNo on Wed Apr 14th at 12:40am 2004


I love the lighting in there - the orange and blue compliment each other beautifully Nothing to bitch about here mate, keep this up!

Oh, perhaps one small concern would be that the lighting, while absolutely stunning, could get repetitive. It seems most areas are this dark, highly contrasting style, and it could all become too monotonously good looking. Perhaps have some brighter areas dotted around to break up the atmosphere, purely for variation. [addsig]




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Re: CO_Uplink
Posted by Gorbachev on Wed Apr 14th at 1:48am 2004


I think if the light spots didn't stand out quite so much it'd be a lot better, make them blend more by making the general area a very small amount brighter just to bring out the detail. [addsig]




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