Re: co_eden
Posted by Wild Card on
Sat Mar 13th 2004 at 12:33am
Posted
2004-03-13 12:33am
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well, me having never played NS, I cant compare, but from just mapping perspective, looks nice.
first pic: that yellow texture on the floor (middle of pic) looks out of place.
Other 'n that, :smile:
Re: co_eden
Posted by Leperous on
Sat Mar 13th 2004 at 2:12am
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Pic number 3 is like, wow :eek: Oh and don't put 'na' as your download link fetterm0ng!
Re: co_eden
Posted by Jinx on
Sat Mar 13th 2004 at 3:01am
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damn, that's some amazing work for only a week!
:eek:
Re: co_eden
Posted by Ferret on
Sat Mar 13th 2004 at 4:45am
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I'd like to point out for the people who like technical things, that hive area is a 5 prong star, thats done perfectly and fits up perfectly.All vertices match up to the grid and everything.
Posted
2004-03-13 11:49am
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Someone's been a busy little ferret.
Re: co_eden
Posted by KoRnFlakes on
Sat Mar 13th 2004 at 12:00pm
Posted
2004-03-13 12:00pm
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bloody good work m8, I love that star. the ladder in pic3 is poor though.
Re: co_eden
Posted by Orpheus on
Sat Mar 13th 2004 at 12:41pm
Posted
2004-03-13 12:41pm
Orpheus
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nice to see, you have not lost your touch my friend..
you really need to visit more often tho..
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Sorry, that's my fault... I keep him locked up in his little NW cage a few too many hours a day. :wink:
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Only parts I have a problem with are Pics 1 (lower part) and 4 (upper part); lighting seems a little too muddled/busy/unfocused. Kind of looks a bit weird. But I really love the hive and those hallways/corridors - absolute "pwnage".
Re: co_eden
Posted by ReNo on
Sun Mar 14th 2004 at 5:31pm
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Damn it, didn't notice I'd been disconnected while writing my post, so here goes again...
In the first picture, I'm loving that top light fixture, but as Wild said, that yellow trim needs to go. The colour might be needed but it looks incredibly out of place to my eyes. The downstairs region also looks much too washed out as CJ mentioned.
To be honest, I think a lot of the shots suffer from flat light in places, despite some fixtures that should be providing ample potential for variation. Shot 6 is probably the worst example of this - the floor should be best lit on the left hand side, and the ceiling the right hand lights are pointing at should have a greater amount of light on them than the floor below. I'm perhaps being over critical here, its just the way I see it.
Finally, I think that outdoors area in the last shot provides a great variation, but the screenshot seems to suggest its just encased in a skybox with no brushwork other than the (admittedly very atmospheric and stylish) building itself. If thats the case I think it deserves some extra work.
Oh and the 5 pronged hive rocks, nice interesting shape :smile: Infestation on the ground looks a bit simplistic though, if you can afford the extra polies you should maybe smooth it out a bit, provided the clipping doesn't suffer.
Re: co_eden
Posted by ReNo on
Sun Mar 14th 2004 at 9:54pm
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I take back that comment about a lot of the shots looking washed out - my monitor was set at 100 brightness, I normally have it at 80 :biggrin: I still think shot 6 could be improved in terms of lighting however.
Re: co_eden
Posted by Myrk- on
Mon Mar 15th 2004 at 2:34am
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What kind of school project is this lol?! I wanna go to your school!
Looks like a cool map, though I think it's far too bright, doesn't have the scare factor that alot of NS levels lack. Gotta have them little dark corners where you think to yourself... did I see a lerker just then? Or a pipe?
Re: co_eden
Posted by JFry on
Tue Mar 16th 2004 at 3:04pm
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Looks great. The third shot is my favorite for sure. Almost looks like some sci-fi anime.
Re: co_eden
Posted by Hornpipe2 on
Wed Mar 17th 2004 at 8:28pm
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Screenshot 4 - can you get a sharper wall texture for that blue part at the bottom? Since you seem to be standing in that trough it'd be nice if it wasn't so blurry and stretched looking.
Also, align those textures on the metal dealie in shot 4. Maybe you could put some little glue block thing to sort of connect them and hide the fact that they don't align right, you know?
I really like NS maps that use a lot of yellow trim and stuff. Areas with lots of high constrast between light and dark (e.g. a dark metal area with some brightish yellow paint around) can look really really neat.
Re: co_eden
Posted by Gollum on
Wed Mar 17th 2004 at 10:32pm
Posted
2004-03-17 10:32pm
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Wow. That looks excellent :smile: Only mistake I see is the nasty texture alignment in shot 4 - the horizontal stripes on the ceiling just don't fit. But that is picky, picky detail.
One of those "jaw drop" moments, to be honest :smile:
Re: co_eden
Posted by Crackerjack on
Thu Mar 18th 2004 at 11:45am
Posted
2004-03-18 11:45am
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Feb 28th 2003
Location: DC
Hey Fetter, I agree with Mr.Ben env_gamma it. Lighting was looking a bit bland in the play test. But just to remind you again from what i told you earlier, the vent needs to be moved in teh brighter part of the MS, and fix those few problems i showed you in-game (white gaps, and new placement for lights :smile:
Awesome MAP though.. had fun playing :biggrin:
Have fun on ur vacation!
Re: co_eden
Posted by esechre on
Sat Mar 20th 2004 at 3:02am
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1... week?!? Dear god, what have you been feeding him andrew.. Btw, Ferret, looks absolutely awesome *cowers.
-BB
Re: co_eden
Posted by Forceflow on
Sat Mar 20th 2004 at 9:05am
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Looks grate, but the ladder on pic 3 ... is that a wood texture ?
Re: co_eden
Posted by _-FoX-_ on
Tue Dec 7th 2004 at 11:21pm
Posted
2004-12-07 11:21pm
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Dec 7th 2004
W-w-well p-p-pleas m-mistr... y-y-your link is... w-well... umm... b-b-broken... s-so... w-well... y-you know... i... umm... cant download it... i-i-is th-th-that ok?
Re: co_eden
Posted by Exocet on
Fri Aug 25th 2006 at 5:59pm
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Aug 24th 2006
That outdoor part looks really nice