Re: palisade
Posted by Hugh on
Mon Oct 18th 2004 at 2:25am
Hugh
member
900 posts
207 snarkmarks
Registered:
Oct 25th 2003
Occupation: College Student
Location: Amerika
The third screenie has a bajillion light sources and not really all that much light. Still looks good though. ;/
Re: palisade
Posted by Andrei on
Mon Oct 18th 2004 at 9:13am
Andrei
member
2455 posts
1248 snarkmarks
Registered:
Sep 15th 2003
Location: Bucharest, Romania
Amazing what a nice texture job can do, isn't it?
Re: palisade
Posted by Spartan on
Fri Oct 22nd 2004 at 9:24pm
Spartan
member
1204 posts
409 snarkmarks
Registered:
Apr 28th 2004
Nice I like the 3rd pic most of all. I have noticed that the gurders that are attached to the grating are just hanging right on to the grating itself. I suggest you have them attach to the edge or have a bar that goes under the grating and then attaches to the cables for more realism. Other than that it looks good. How long have you been working on it? I hope to play it good luck.
Re: palisade
Posted by Forceflow on
Fri Oct 22nd 2004 at 9:28pm
2420 posts
451 snarkmarks
Registered:
Nov 6th 2003
Occupation: Engineering Student (CS)
Location: Belgium
as said, the lighting is fabulous. Keep up the good work
Re: palisade
Posted by JFry on
Fri Oct 22nd 2004 at 9:57pm
JFry
member
369 posts
82 snarkmarks
Registered:
Mar 9th 2004
Occupation: Scumbag
Location: USA
Really nice work, I agree the lighting is excellent. Also I like how much depth you've added to the ceilings. The last three screens (links) look pretty WIP and boxy, but I'm sure you'll fix that up. Hope it plays as good as it looks.
Re: palisade
Posted by BlisTer on
Fri Oct 22nd 2004 at 11:42pm
Posted
2004-10-22 11:42pm
BlisTer
member
801 posts
1304 snarkmarks
Registered:
Jun 10th 2004
Location: Belgium
nice... first 4 pics are lighting and atmosphere the way its meant to be. the way you only once a while come across in other maps. you are imo obviously a great lighting artist, just verify that you match your architecture with your lighting. in pic 4 there is an asymmetric lighting, yet the ceiling show symmetrically placed lights
Re: palisade
Posted by Orpheus on
Sat Oct 23rd 2004 at 1:18am
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
i truly like screen #3, but.. as was once said, when a mapper has only a series of hallways to show us.. well, lets just say its best to wait..
its not bad looking halls, but its really only halls, if you get my drift :/
Re: palisade
Posted by Cassius on
Sat Oct 23rd 2004 at 5:52am
Cassius
member
1989 posts
238 snarkmarks
Registered:
Aug 24th 2001
The lighting and texturing are good, but the 'dimensions' are not; the rooms seem very small, very apart from the grand scale most NS maps project. Raise the roofs (please, no-one take this comment literally), lower the floors, create a sense that the player is part of something much more large and grand than his immediate location.
Re: palisade
Posted by thursday- on
Sat Oct 23rd 2004 at 9:44am
235 posts
92 snarkmarks
Registered:
Oct 26th 2003
Occupation: A-Level Student
Location: England
Replies in order of name:
Spartan34: Working about 3 hours a week for 3 weeks.
Orpheus: As the map is planned to be rather large this is kind of the
"middle" section which provides routes out of the inner map to the rest
of the map and make it easier to get to a desired location.
Tracer: I suppose I could spice the flooring up, although there will be
a vent or two at the top of that large room and the area is designed to
focus on the pipes and "machine" like thing rather than the rest of the
room. I'll try and sort something out though.
Cassius: Small design to create a sense of claustraphobia. Its designed
to weaken the Onos and strengthen the Skulk, although with it the long
simple corridors also allow the marines to pick off any 'unskillful'
sklulks.
Re: palisade
Posted by Orpheus on
Sat Oct 23rd 2004 at 10:02am
Posted
2004-10-23 10:02am
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
all i meant was, its better not to post a map, or screens till you have more than halls to show..
think on it this way.. unofficially, a person has like a time limit on how long it takes for the snarkpit to get tired of looking at a map, unless that map is forking incredable..
if you post to soon, people will just go "bleh" and move on..
if you want the best sort of feedback, give them the best sort of images to comment on..
thats just my opinion of course.. for what its worth.
Re: palisade
Posted by scary_jeff on
Sat Oct 23rd 2004 at 10:46am
Posted
2004-10-23 10:46am
1614 posts
191 snarkmarks
Registered:
Aug 22nd 2001
I don't know if you play Ns or not, Orph, but most of it is corridors really.
Re: palisade
Posted by scary_jeff on
Sat Oct 23rd 2004 at 11:21am
Posted
2004-10-23 11:21am
1614 posts
191 snarkmarks
Registered:
Aug 22nd 2001
No I'm not saying you are totally wrong... there are always proper rooms for the hives and the marine start, and usually a couple of other small rooms (usually a room of some kind if their is a place with 2 resource nodes).
Hmm, think I'll play NS now :smile:
Re: palisade
Posted by Hornpipe2 on
Mon Oct 25th 2004 at 3:59pm
636 posts
123 snarkmarks
Registered:
Sep 7th 2003
Occupation: Programmer
Location: Conway, AR, USA
I'm not liking it much, honestly. Shot 2 really turns me off - the ceiling is the onl interesting part here. Walls are just totally bland. Put some better trim between them and the floor, or run pipes under the floor or something. Put a frame around that doorway. Air vents. Wall hanging crap. Whatever. The other door in the distance could be recessed too, if that might help. It looks sort of painted on right now.