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Ns_Torque

#1 User is offline   Zealot 

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Posted 31 December 2009 - 09:22 AM

Hello people. Here i m again :D

This is my new work on spark. This is Ns_Torque B)

Here is the latest pictures.

Thank you.
Remember us, Executor. Remember what was done here today. May Adun watch over you.

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#2 User is offline   GrayW 

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Posted 31 December 2009 - 12:13 PM

Great stuff Zealot. Really nice to see it all with the lighting to get the full atmosphere of the map. Marine start looks good and gives a full sense of "what the hell happened".
The Vent i also like, a lot. The lighting in there suits it perfectly.

I also like what you have done with the stairs in "Circle4". I tried to do something like that in my map, and it just didn't work out unfortunately. I might try again some time on another map.

But it looks really good and gives a nice overall feel. Can't wait to play on some of these maps here, I really can't!
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#3 User is offline   Zealot 

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Posted 31 December 2009 - 12:22 PM

Thank you mate :)

I work on circle time to time.
I build other thinks and when i found good idea i use it again in circle :)
Remember us, Executor. Remember what was done here today. May Adun watch over you.

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#4 User is offline   PewPewK 

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Posted 31 December 2009 - 09:07 PM

Looks good so far, keep it up!
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#5 User is offline   Metro 

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Posted 31 December 2009 - 11:56 PM

I really like the idea in "The Circle". The atmosphere is nice and the lighting in general is good.

Seems you put a lot of thought down on the geometry, which I like. Though I will say what I feel like I'm saying too often these days. Too many/long corridors :P

I like it though. Keep up the good work.

Also - On Marine start there are too many lights in the roof. It looks a bit overdone. Otherwise I like it :)
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#6 User is offline   Zealot 

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Posted 01 January 2010 - 03:52 PM

yep metro, the circle will be great. i work on it time to time, slowly.

but about marine start; i think it is enough lights there. it is marine start not alien hive :D and in other coridors or rooms will dark.

Tnx ... Posted Image


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#7 User is offline   net.split 

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Posted 01 January 2010 - 04:50 PM

It is the number of light props that is strange, not the level of the light. For instance, you could have fewer lights, but make them brighter (bigger radius) to achieve the same effect with fewer props / lights.

I think what is most weird about how it looks is that it's a simple flat ceiling with a single texture and lots of lights fixed to it. It's too... simple. It needs more detail -- maybe some height changes or more texturing or something.
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#8 User is offline   Metro 

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Posted 01 January 2010 - 05:52 PM

View Postnet.split, on 01 January 2010 - 05:50 PM, said:

It is the number of light props that is strange, not the level of the light. For instance, you could have fewer lights, but make them brighter (bigger radius) to achieve the same effect with fewer props / lights.

I think what is most weird about how it looks is that it's a simple flat ceiling with a single texture and lots of lights fixed to it. It's too... simple. It needs more detail -- maybe some height changes or more texturing or something.


Aye, this is what I meant. The level of lighting is good. Just too many prop lights on that surface. Makes it look a bit strange.
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#9 User is offline   Zealot 

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Posted 01 January 2010 - 06:39 PM

I see. Posted Image

Yep it will be my friends. Tnx for suggest.Posted Image
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#10 User is offline   net.split 

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Posted 01 January 2010 - 11:28 PM

Glad to help. Ceilings are the hardest for me to do. Can't cover them with too many props or it blocks commander view, so you really have to stick to geometry to somehow make them look good.
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#11 User is offline   Mr Moe 

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Posted 02 January 2010 - 05:05 AM

Yeah! Looks like some really great work to me. Like that one.

Keep it up.
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#12 User is offline   Zealot 

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Posted 02 January 2010 - 07:04 AM

Guys i wake up early (about 8.00 am) every weekends just for spark. I labour...

:rolleyes:
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#13 User is offline   Zealot 

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Posted 04 January 2010 - 08:56 AM

I just added new pictures people.

Update;
1. Marine start lights pops has been changed.
2. Long corridor has been completed. (next to second room)
3. A small circle cave has been completed.
4. All corridors has been changed. (You can see on full map)
5. Big square hall has been completed. (% 80 or 90)
6. Alien start is under construct. (Fallen and broken pops takes time :D )
7. Full map has been changed.

And maybe we can change the name of map,
What is your suggestion about name ?

Lest take a look. B)
Remember us, Executor. Remember what was done here today. May Adun watch over you.

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#14 User is offline   Magrath 

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Posted 04 January 2010 - 09:25 AM

Looking good man. Keep up the good work.
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#15 User is offline   alper 

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Posted 04 January 2010 - 01:14 PM

So good. Make updates and imagine what will happen every point (:
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#16 User is offline   alexandertheless 

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Posted 05 January 2010 - 09:09 AM

Looking good.

My only problem so far is that the ceiling simply looks too bare. It needs things to give a better sense of scale and generally to make it visually interesting. A few wires here, maybe some creative lighting there, and there you have it! Remember, lights on the ceiling do not have to be the primary source of light.
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#17 User is offline   GrayW 

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Posted 05 January 2010 - 11:13 AM

It's coming along really well mate. Seeing some great improvements with each bunch of pictures you upload :)
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#18 User is offline   Zealot 

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Posted 05 January 2010 - 11:48 AM

Tnx mate. I think i will add prefabs (which in download).
they are looking very good and i think i can add them. Usefull coridors. :thumbsup:
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#19 User is offline   PewPewK 

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Posted 06 January 2010 - 04:37 AM

Yep, it's really starting to evolve into quite a nice map! Good job!
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#20 User is offline   Metro 

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Posted 06 January 2010 - 05:07 PM

I agree with PewPewK. It's starting to look really nice. I like the 'long corridoor' design!
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