Re: ns_forsaken
Posted by Cassius on
Sat Dec 13th 2003 at 12:51am
Posted
2003-12-13 12:51am
Cassius
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Mr. Ben, I've never seen any of your work before, but now I know why everyone say's you're so good... Quite some atmosphere... though, especially if you're using texture lighting, it could be MUCH too dark to fight in.
Re: ns_forsaken
Posted by scary_jeff on
Sat Dec 13th 2003 at 1:14am
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Whatever auto gamma he has set up in his map won't show up in the screenshots right? He isn't a fool, he won't make a map that's only half as bright as any other NS map :smile:
Re: ns_forsaken
Posted by Mr.Ben on
Sat Dec 13th 2003 at 11:23am
Posted
2003-12-13 11:23am
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I edited the screenshots to take into account the gamma changes. I'm hoping that'll i'll get a level of darkness where it's cool and creepy but not plain god damn annoying like it is when playing ns_lost say.
Cheers Cassius. :smile:
Re: ns_forsaken
Posted by ReNo on
Sat Dec 13th 2003 at 1:10pm
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Ahha, now I'm on my home PC I can make out a damn site more, and its looking really nice. Atmospherically it looks "da bomb" as those mad hip-hopper's might say. Gameplay wise I can't really say much, but it looks like there is no vertical combat which I assume is important in NS, given the jetpacks / flying aliens? I guess these screenshots only really show 2 areas though so its not a big concern. I must say that the texture on your second "layer" wall, with the multi-coloured bits on it, looks somewhat wierd. I can't really make out what its meant to be but it sticks out to me, not in a good way. Otherwise, tis a beaut' :wink:
Re: ns_forsaken
Posted by Mr.Ben on
Sat Dec 13th 2003 at 1:56pm
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Yeah that texture sucks serious balls :smile: I need to make a new one for that.
Re: ns_forsaken
Posted by Pegs on
Tue Dec 16th 2003 at 3:08pm
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looks realy nice :smile: maby a bit more on that texture alignment
Re: ns_forsaken
Posted by ReNo on
Tue Dec 16th 2003 at 3:16pm
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Dear god, screw Selma Blair, THIS is my new definition of beauty! Wow, that is inspiring, but unfortunately I'm really not in the mapping mood. Dont like that thing on the right of the first screenshot, that the big top thing links up with. The texture repetition of the majestic set isn't so noticable in the far away stuff but the up close doorway (is it?) looks kinda wrong. And thats my old cliff making technique, nostalgia and everything!
Re: ns_forsaken
Posted by Mr.Ben on
Tue Dec 16th 2003 at 3:58pm
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It's the marine start :razz:
Pegs: Yeah some dodgey texture alignment which i finally just fixed!
Reno: Cheers. Ahh good old vertically clipped blocks :biggrin:
Re: ns_forsaken
Posted by Wild Card on
Tue Dec 16th 2003 at 4:30pm
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The screens look nice there Ben but your rocks need major reworking. The texture is good but the brush work makes it look so unnatural. And its all linear, cliffs are never that way. Their shapes are random all the way down. Sure if you dont have the R's let them be, but if you have a few (even a 100 or so) you can spice it up like no tomorow, if you do it proprely at least.
Other than that, nothing to complain too much about, lol. That metal spidery looking thing rox :smile:
Re: ns_forsaken
Posted by Mr.Ben on
Tue Dec 16th 2003 at 4:38pm
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I don't have a 100 r's to play with though. If i did i'd triangle the hell out of the mofo and make it look nice and natural but thats the best i can do within my budget.
Re: ns_forsaken
Posted by azelito on
Tue Dec 16th 2003 at 5:24pm
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I dont see that as a problem at all, they look good.
Re: ns_forsaken
Posted by ReNo on
Tue Dec 16th 2003 at 8:03pm
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I think on this occasion straight cliffs will do the job - admittedly it would look better with triangled rockwork but if you already pusing your r_speed limits then there is no harm leaving it like this, it looks lovely enough as is :smile:
Re: ns_forsaken
Posted by thursday- on
Sun Dec 21st 2003 at 10:08pm
Posted
2003-12-21 10:08pm
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Nothing wrong with the cliffs, if anything they look more realistic, because from the height marines are looking up at they will not notice any sort of discrepency in rockface variation.
Re: ns_forsaken
Posted by Myrk- on
Mon Dec 29th 2003 at 6:08pm
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They look imense, you been using entity lighting to change the lighting a bit?
Can I get a copy of your lights.rad file plz, I don't have any values for NS lights, and yours look damn good. I asked KFS loads but hes a grumpy git who likes to be very secretive.... :razz:
Re: ns_forsaken
Posted by Forceflow on
Mon Dec 29th 2003 at 8:36pm
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Omg ... I love those shiny light-blue pillars ! Lovely !
Re: ns_forsaken
Posted by ReNo on
Mon Dec 29th 2003 at 8:37pm
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I love the landing pad thing, and the rest of the screens look cool but don't feel as special. I think perhaps too many blue light fixtures yet the lighting isn't very blue? At the same time though, I wouldn't condone increasing the blueness of the lighting, I think that would ruin the ambience. The orange floor texture clashes with the lighting in my opinion. The floor in the second screenshot looks awfully flat and devoid of features, plus one of the textures (the one on the bottom left) looks more like a wall than a floor.
Re: ns_forsaken
Posted by scary_jeff on
Mon Dec 29th 2003 at 10:21pm
Posted
2003-12-29 10:21pm
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I actually can't believe my eyes.
Re: ns_forsaken
Posted by ReNo on
Tue Dec 30th 2003 at 1:16pm
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LOL cass, I take it back! Mmmmm selma...
Re: ns_forsaken
Posted by Crackerjack on
Tue Jan 6th 2004 at 2:28am
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Mr. Ben I agree with ReNo but then again every room cant be like OH WOW.. or the other rooms wont look as good... Looks very Halo-ish but I like it cause its diff from the other NS maps. Keep it up
Re: ns_forsaken
Posted by Cassius on
Tue Jan 6th 2004 at 4:44am
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Mr. Ben, the fault in the map is no particular fault of your own visually, but a fault of presentation.
If one were to see only a single screenshot of the map, they would instantly gape in awe that every texture and architechtural feature is beautifully detailed and colored. But then they see the next screenshot - another completely WOW room - and then the next - well, same thing - and then the next... it's like the awesomeness is getting old, and it gets old fast.
It's like yin and yang. An area of a map cannot be beautiful unless there are slightly unbeautiful areas by contrast. When EVERY COLOR AND DETAIL is just like BAM, the effect is useless. Streamline the colors - have reddish rooms, bluish rooms, whitish rooms, with multicolored lights in the appropriate places - plain, yes, but it serves to create all the more awe when you look at the REAL setpieces of the map.
This map is something that totally raises the bar, Ben - when a mapper has to be told to make some of his areas less stunning, you know you've got something special on your hands.
I salute you sir, and good luck.
Re: ns_forsaken
Posted by Mr.Ben on
Tue Jan 6th 2004 at 12:23pm
Posted
2004-01-06 12:23pm
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Crackerjack: Is haloish good? I'm not too sure how to take that :smile:
Cassius: Cheers dude, want to make some textures for it? :biggrin: There will of course be uglier areas (i don't want uber ugly stuff, just not to the same standard as parts of the map).
I'd be extremely happy if i can finish the map and keep up the same standard of detail but i don't see it happening. I'm at a good level of map resources so far considering how much i've done on this map so far but to keep things easier on me i'm going to have some simplier areas though i don't want ugly just not up to the standard of the rest of the map :smile:
Reno: I don't really want to clutter up the marine spawn with stuff just for the sake of it, maybe some crates by the door for the sake of VIS blocking but that is about it and i can't think of anything orginial to do, which would add some nice detail to the area without cluttering. Theres the classic missing floor parts with pipe underneeth but tbh i've seen that in so many places now it just doesn't do it for me. Welcome to suggestions.
Also yes i need new textures, kornio... where for art thee and meh textures??
Re: ns_forsaken
Posted by scary_jeff on
Tue Jan 6th 2004 at 10:41pm
Posted
2004-01-06 10:41pm
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Lost me to. Maybe because you basically just said that some parts of the map will look better than others in a very roundabout sort of way?
Re: ns_forsaken
Posted by Cassius on
Tue Jan 6th 2004 at 10:42pm
Posted
2004-01-06 10:42pm
Cassius
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/me slaps Brasso across the face
I'll be happy to texture for you, Ben, as soon as I get my 'real computer' back - currently I'm posting at school. I can't say, however, how successful I would be at an NS theme; alien, however, I can do.
Re: ns_forsaken
Posted by Mr.Ben on
Tue Jan 6th 2004 at 10:56pm
Posted
2004-01-06 10:56pm
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Send me a PM when your up and running and we can work something out :smile:
Re: ns_forsaken
Posted by Skeletor on
Wed Jan 7th 2004 at 3:09am
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Shouldn't it be called "peeowned.JPG"?