Re: ns_apollyon
Posted by Gwil on
Wed Mar 24th 2004 at 6:09pm
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Nice to see a NS map that isn't obsessed with small steps which climb to a level 2ft higher which is laced with "COOL COMPUTER TEXTURES!"
More comments later, but the pure industrial feel is nice and different..
Re: ns_apollyon
Posted by Ferret on
Wed Mar 24th 2004 at 7:44pm
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I have no idea what gwil is talking about personaly. I make my small steps DOWNWARDS with walls laced with computers.
Re: ns_apollyon
Posted by Gwil on
Thu Mar 25th 2004 at 1:44pm
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Ferret :razz: I'm sure I can overlook in that case, and as long as you have some grasp of design/gameflow.. so yes then :wink:
All the shots seem a little too grey in hindsight Yak, perhaps you could a)have electronic signs/goodies/locks/maps of the area on the walls. Also, you might want to vary the wall structure a bit more, feels a bit boxy - although if you use lighting a little more dynamically that'll help achieve it.
Try and spotlight the overhanging beams/girders, and implementing recessed fan units or somesuch into the wall ?
Re: ns_apollyon
Posted by Gwil on
Thu Mar 25th 2004 at 1:50pm
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Darn picky NS designers :razz:
Re: ns_apollyon
Posted by fraggard on
Thu Mar 25th 2004 at 2:10pm
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I can't download it ATM, but I will definitely run around it in the weekend. Till then, a few screenshot critiques
Pic1:
-I like the general feel in this shot. But the floor seems very plain. Grates/different textures maybe.
-Green Lights IMO don't match the walls.
-An upper brush border on those triangular walls. Right now, they look like they've been chopped off and painted.
Pic2:
-Nothing much to say. It doesn't seem to be too crucial an area.
Pic3:
-/me likes the floor lights.
-The other lights look like they aren't really hitting the floor. Maybe more contrast or light variation. Maybe spot lights on those green ones
Pic4:
-The colour variation is nice, but those green lights and the actual red-colour clash. Maybe add reddish lights?
-The feel of this part is really nice. It needs Teh Infestation!!1one
-Maybe scale down that floor grate texture a bit?
Pic5:
-That low-res rocket texture stands out painfully.
-Those green lights again. I think it really looks cartoony with that black border.
-Finally. Teh Infestation!!1one.
Re: ns_apollyon
Posted by Orpheus on
Thu Mar 25th 2004 at 2:25pm
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this influx of such high quality and/or interesting maps is almost enough to have me re-install HL1
you guys, why did you pick now to get so f**king good :smile:
actually, i am more proud than you can possibly imagine, some of you i have known a very long time (in internet terms) the transition from then to now, is astronomical..
i may not have been a factor in andrew success story, but i was there to witness it, and thats more than enuff for me..
you all do this ol' man proud..
these shots are great yakman.
/me digs around for old HL disc's
i might just do it.
Re: ns_apollyon
Posted by Yak_Fighter on
Thu Mar 25th 2004 at 5:47pm
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Thanks for the suggestions! I'll see what I can do.
Fraggard, those lights are yellow. :razz: I'll have to redo that texture and make it more yellow then. And pic2 is a hive area, if it looks so plain perhaps I should change it around.
The map is too boxy, so that will have to be fixed as well. Looking back on some of the newer stuff it's all flat walls with supports. Plus there's almost no height elevation on the ground. I guess it's time for more revisions.
Re: ns_apollyon
Posted by Campaignjunkie on
Mon Mar 29th 2004 at 7:59am
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Lighting doesn't seem to be as high-contrast as most other NS maps; I would suggest using some light_spots for better control, or even bumping "-dscale" on RAD up to 3 or 4.
The thing that really bothers me is those neon-greenish light textures; the light they emit really isn't representative of them being full-bright. Like in ns_apollyon1_2.JPG, it kind of just seems that the lights are ON, but not really shining on anything.
I like that hive though, even though it's unfocused. Try to maintain some of the spookiness when you revise it. :smile:
Re: ns_apollyon
Posted by 7dk2h4md720ih on
Mon Mar 29th 2004 at 12:29pm
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2004-03-29 12:29pm
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Very nice Yak. I agree with junkie, the lighting could use more contrast, that first hallway looks great, but the lighting is a little bland.
Re: ns_apollyon
Posted by ReNo on
Mon Mar 29th 2004 at 7:31pm
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Hmm, firefox makes these input boxes a bit crappy...anyways...
I really like the new shots yak, big improvements in my opinion. I'm
loving the first and third shots in particular, very nice brushwork and
texturing in there, but as CJ suggested, the lighting could use some
more contrast to put that final touch on it.
Re: ns_apollyon
Posted by Crackerjack on
Mon Mar 29th 2004 at 9:35pm
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I cant do anything but agree what they have said. Already mentioned all the points I was going to go through. Im going to have to say the hallway shots are my favorite. The architecture in the first pic is quite nice, but I'm guessing what would really make these hallways come to life is variance in lighting, currently its all just 1 color.
Whats really cool about NS maps is that you can use the same texture numerous times, with out noticing that its that texture. And now im sure asking yourself "How is this possible?" Lighting. Lighting can make a texture look completely different and unique from the rest of your map. I am sure you have noticed this with transfermation from Hammer to HL... looks completely different. Good luck to you Yak and I hope to see more pics.
Re: ns_apollyon
Posted by Hornpipe2 on
Tue Mar 30th 2004 at 2:05am
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Your hallways and rooms look to be a lot of boxes (granted, with varying heights and sloping walls) that employ lots of visible structure pillars embedded in them, you see? What exactly is this map supposed to be - maybe you could get away with some curving "cavelike" tunnels in place of those boxy hallways. And maybe some grates with stuff behind them (pipes, etc) could spruce up a couple areas. Or locked doors, or damaged areas (with debris lying around) can make some difference too.
Maybe you should "infest" some more areas with more of that green s**t around. I think the mapping guidelines say to make more of a smooth transition between human spawns and the hives, so maybe a few traces of alien goo around the walls and floors that slowly become predominant.
Re: ns_apollyon
Posted by ReNo on
Tue Mar 30th 2004 at 1:37pm
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Personally I see nothing to fault in those corridors (you are talking
about the new shots in the thread, not the ones attached to the map
profile?), other than perhaps the lighting. In fact as far as corridors
go, I'd say they look pretty uber :smile:
Re: ns_apollyon
Posted by Tracer Bullet on
Wed Mar 31st 2004 at 8:32am
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Those last two look fantastic Yak. In the first pic the lighting on the floor is a bit flat, but really no big deal.
I think what you are really in need of is more light_spots. I don't really see any evidence of them. I think some good spots may deliver the contrast which is currently somewhat lacking.
Re: ns_apollyon
Posted by ReNo on
Wed Mar 31st 2004 at 1:21pm
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With these sorts or improvements each time you post new pics I can't
wait to see the next batch! Looking really good, but as Tracer said,
get using some light_spots; those things are a godsend for sci-fi maps
in particular.
Re: ns_apollyon
Posted by Cassius on
Thu Apr 1st 2004 at 12:56am
Posted
2004-04-01 12:56am
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Pic two looks fantastic for the reasons that number one looks good, but so-so - in the second picture your lighting is focused, dramatic, and atmospheric; the first picture looks more awkward and makes the architecture seem more bland rather than accentuating it.
Re: ns_apollyon
Posted by Myrk- on
Thu Apr 1st 2004 at 1:00pm
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I think whats happening is the light is just bleeding in the 1st pic... You need to tone down the light values for the blue lights, put some really small light sprites on them aswell to spinkify them.
Re: ns_apollyon
Posted by Crackerjack on
Thu Apr 8th 2004 at 3:58am
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Looking good.. I deff like it.. But Iw ould like to see more.. rooms. I want to see height variation through out one room.. Not just hallway ramps but rooms that elevated platforms.. or the cieling shoots up and gives more space.
Thats what i would like to see... less hallways
Re: ns_apollyon
Posted by Yak_Fighter on
Thu Apr 8th 2004 at 4:25am
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I couldn't agree more, which is why I'm contemplating changing things around. My next update will show two bigger rooms.
Re: ns_apollyon
Posted by Tracer Bullet on
Thu Apr 8th 2004 at 5:45am
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I like it, but I think maybe you should play with the falloff on those red accents. try inverse square and it should make them spill out nicely.
Re: ns_apollyon
Posted by st0lve on
Thu Apr 8th 2004 at 10:09am
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For me it looks to dark..
But from what I see it looks kinda basic, I see nothing new stuff that I haven't seen in any other NS maps.
Try to make something new, really breathtaking (yes, I know its HL ;P)
Re: ns_apollyon
Posted by Crono on
Tue May 18th 2004 at 10:22pm
Posted
2004-05-18 10:22pm
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look at it this way, once (if) HL2 comes out, he'll be able to port the map over :smile:
Re: ns_apollyon
Posted by Yak_Fighter on
Tue May 18th 2004 at 10:24pm
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2004-05-18 10:24pm
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Lep, don't make me hurt you. And why would I port an NS map over to HL2? :razz:
Re: ns_apollyon
Posted by ReNo on
Tue May 18th 2004 at 10:51pm
Posted
2004-05-18 10:51pm
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Eeeew, that is a nasty water texture. Obviously you are going for some sort of oily effect but....eeeeeeew :razz: Looks good otherwise though.
Re: ns_apollyon
Posted by Kage_Prototype on
Tue May 18th 2004 at 10:52pm
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2004-05-18 10:52pm
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You definately need something muddier for that water, so it blends into the textures. It stands out too much.
Re: ns_apollyon
Posted by scary_jeff on
Tue May 18th 2004 at 11:19pm
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2004-05-18 11:19pm
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I think the problem is less the water texture itsef and more the fact that it looks bright. Perhaps additive rendermode would look nicer.
Re: ns_apollyon
Posted by G.Ballblue on
Wed May 19th 2004 at 12:24am
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2004-05-19 12:24am
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Geothermal Plant Room = Bloody marvelous.
I love those textures =D
Yippie Ki Yay!
Re: ns_apollyon
Posted by Gorbachev on
Wed May 19th 2004 at 10:34pm
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2004-05-19 10:34pm
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That one picture not too far up with the hall and the light_spots...are there any sources for those? They seem to just come from nowhere.
Re: ns_apollyon
Posted by Yak_Fighter on
Wed May 19th 2004 at 10:50pm
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2004-05-19 10:50pm
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Yeah, the lights are inset in the horizontal support. I didn't apply the textures at the time because I wanted to see how the light_spots were by themselves. Course this really doesn't matter since every single room depicted in this thread until the last one has been deleted because they sucked. In fact I should just delete this piece of crap map anyways since I'll never finish it.
Re: ns_apollyon
Posted by Gorbachev on
Wed May 19th 2004 at 10:53pm
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2004-05-19 10:53pm
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That'd be a shame, it'd be better to release the source for it to anyone who cares rather than delete it if anything.
Re: ns_apollyon
Posted by Yak_Fighter on
Wed May 19th 2004 at 11:09pm
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2004-05-19 11:09pm
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Oops, perhaps I should clarify. By delete I mean that the current version of ns_apollyon doesnt have any of those rooms as they've been removed. I still have them all in older betas. I just throw them on the pile with all the other husks of failed maps sitting on three different computers and spanning 5 years.
Re: ns_apollyon
Posted by Gollum on
Wed May 19th 2004 at 11:38pm
Posted
2004-05-19 11:38pm
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Sweet ceiling architecture - your specialty :smile:
Re: ns_apollyon
Posted by Orpheus on
Wed May 19th 2004 at 11:43pm
Posted
2004-05-19 11:43pm
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yak, you are one of the greatest unaccomplished mappers i have ever met..
would be nice if you finished a larger percentage of your creations.. :/
i think, the only person i know, and can confirm who has fewer releases vs. started maps is dave :biggrin:
Re: ns_apollyon
Posted by Forceflow on
Fri May 21st 2004 at 10:24pm
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2004-05-21 10:24pm
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First screenshot looks amazing.
Re: ns_apollyon
Posted by Leperous on
Fri May 21st 2004 at 10:50pm
Posted
2004-05-21 10:50pm
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3rd one looks pretty good. In the first one, on the corner bevel thingy on the wall at the top, you should 'continue' the beam texture and link them, if you get what I mean. Also with the ceiling, use some masked grating perhaps instead of just a flat boring pipe texture.