Re: CO_Uplink
Posted by Tracer Bullet on
Fri Mar 26th 2004 at 3:56am
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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.
Re: CO_Uplink
Posted by Yak_Fighter on
Fri Mar 26th 2004 at 4:24am
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It looks better than mine.
Re: CO_Uplink
Posted by Cassius on
Fri Mar 26th 2004 at 4:49am
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Nice hallway, but it's still one hallway.
Re: CO_Uplink
Posted by Crackerjack on
Fri Mar 26th 2004 at 5:07am
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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. :smile:
Re: CO_Uplink
Posted by Wild Card on
Fri Mar 26th 2004 at 2:55pm
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Walls and ceiling look good. Makes the floor look a little plain I think. If you can find the same texture but with the black dots make them blue. func_wall it solid 255. And put a texture underneath, something like the pipes texture from HL. Unless the NS have something better.
Damn NS, so very nice textures, but we cant use them :'(
Re: CO_Uplink
Posted by 7dk2h4md720ih on
Fri Mar 26th 2004 at 4:41pm
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Very promising start. Nothing to comment about that hasn't already been mentioned though.
Re: CO_Uplink
Posted by wckd on
Sat Mar 27th 2004 at 5:59am
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wowow. I'm really impressed. I like it a lot.
Re: CO_Uplink
Posted by Cassius on
Sun Mar 28th 2004 at 5:34am
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This is one hallway though... I'm fairly sure keeping this level of detail and lighting (which is astounding, don't get me wrong) will mess things up for you before the end.
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I love that lighting! A bit dark overall for NS, though.
Re: CO_Uplink
Posted by KungFuSquirrel on
Wed Mar 31st 2004 at 12:53pm
Posted
2004-03-31 12:53pm
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Looks like a great start here, but as Cass mentioned, you might be shooting yourself in the foot if you're not careful.
I'm interested to see how you evolve this style further for other areas of the map.
Re: CO_Uplink
Posted by Myrk- on
Sat Apr 3rd 2004 at 1:30pm
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I like it :razz: 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....
Re: CO_Uplink
Posted by scary_jeff on
Sat Apr 3rd 2004 at 7:13pm
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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).
Re: CO_Uplink
Posted by OtZman on
Sat Apr 3rd 2004 at 7:32pm
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I like all of the pics. Very sweet...
Posted
2004-04-03 10:55pm
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Oooh, that new shot is quite nice
Re: CO_Uplink
Posted by GrimlocK on
Sun Apr 4th 2004 at 6:23am
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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)
Re: CO_Uplink
Posted by Myrk- on
Sun Apr 4th 2004 at 9:29am
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I almost did an outdoor level, swamp map stylee with bases in it and stuff, skulks could hide in trees, would be well cool!
Re: CO_Uplink
Posted by ReNo on
Sun Apr 4th 2004 at 2:33pm
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All the shots look great CJ, very little to criticise. Keep it up and this will be one hell of a looker :smile:
Re: CO_Uplink
Posted by GrimlocK on
Sun Apr 4th 2004 at 3:37pm
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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.
Re: CO_Uplink
Posted by ReNo on
Wed Apr 14th 2004 at 12:40am
Posted
2004-04-14 12:40am
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I love the lighting in there - the orange and blue compliment each other beautifully :smile: 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.
Re: CO_Uplink
Posted by Gorbachev on
Wed Apr 14th 2004 at 1:48am
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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.