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ForumsShowcase → My new jk level.
My new jk level.
2003-12-25, 11:07 PM #1
Well I decided for a space ship theme this time. (ps im not showcasing the skin Just the level). All 16 bit mats in this one.

Lets start with a cargo room.

[http://www.nigelsjkprojects.orcon.net.nz/ss_cargoroom.JPG]

Then we will move on to a room with a small reactor in it.

[http://www.nigelsjkprojects.orcon.net.nz/ss_reactorroom.JPG]

Now some hallways because everyone loves those.

[http://www.nigelsjkprojects.orcon.net.nz/ss_hallway_01.JPG]
[http://www.nigelsjkprojects.orcon.net.nz/ss_hallway_02.JPG]
[http://www.nigelsjkprojects.orcon.net.nz/ss_hallway_03.JPG]
[http://www.nigelsjkprojects.orcon.net.nz/ss_hallway_04.JPG]

What do you think? Also do you think I should lower the gravity in this level.

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Rangi
2003-12-26, 2:18 AM #2
Woo looks much more interesting than my old space ship lvl.. hmm gravtity lowering.. i dunno you shouldnt really ask for that! that is your decition.. no one elses

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Snake
Snake
2003-12-26, 2:23 AM #3
woah i remember that skin in my times of JK [http://forums.massassi.net/html/biggrin.gif]

(nice archi btw)

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Rah!
/fluffle
2003-12-26, 4:13 AM #4
the hallways look great architecturally but need more variation in light intensity.

The larger areas look very plain, but perhaps with better lighting it'll look better.

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2003-12-26, 7:48 AM #5
Yes, too much grey. Maybe have a hallway or two with some broken or dim lights, or even just have that blue light on the bottom of the floor and the stripe on the wall run around more of the level. Needs more color, but the "arux" looks good.

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2003-12-26, 11:40 AM #6
its looking pretty good, just use dynamics and more contrast in light intensities through out the level.

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2003-12-26, 12:10 PM #7
Bit plain... But good! And yes to Low grav! Or have so that you can change it!

[This message has been edited by Edward (edited December 26, 2003).]
Edward's Cognative Hazards
2003-12-26, 1:03 PM #8
Yes thats it. Thank you Edward. Ill have a gravity lowering switch.

------------------
hello.
go to www.nigelsjkprojects.uni.cc
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.

Rangi
2003-12-26, 5:45 PM #9
Watch the double transparencies on that pillar of glass.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2003-12-26, 9:33 PM #10
It has potential. The textures need a little more detail, and you need lighting.
"Well ain't that a merry jelly." - FastGamerr

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2003-12-27, 12:07 AM #11
Yeah, as said before, the texturing needs work. sdome bits need more variety. too much grey. the blue is nice, but u need more of it about. architecture is quite good. the boxes in that pit thing shouldn't be the same as the walls. some of the rooms need better lighting. looks good, but just a few little things. plenty of potential

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Space Station Saber Training
2003-12-27, 10:04 AM #12
The texturing doesn't look too good at the moment, but otherwise the level looks good.

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<landfish> FastGamerr > Satan
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2003-12-27, 12:27 PM #13
Texturing needs improvment. As for many of those textures, I don't see the need for them to be 16-bit. Since they are mostly just tones of white and grey, they should be easily converted to 8-bit, saving some space. The architecture is a bit plain and unimpressive. The lighting needs a lot of work. And fix the skews. Oh, and as for the texturing, please, stitch everything, and work on the alignments.

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2003-12-27, 12:38 PM #14
What are you taling about. asides that little bit in the corner in screenshot 1 every texture is allighned.

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hello.
go to www.nigelsjkprojects.uni.cc
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.

Rangi
2003-12-29, 8:43 AM #15
Well, Much of that arcitecture looks nice... But those textures (and the lighting) leave it quite bland... They do the arci no justice... And leave the player without a need for lights. Try to find all the ways you can to (legitimately, please!) throw in sectors of =<0.1 lighting...

And since Star wars is set to have 70's style mainframes dominating the computer scene, you should place technical-looking textures where it looks good. Also, stretch textures on surfaces that have diagonnal edges, so that the cracks line up... Lastly, collumns look MUCH better when they have a considerably different shade to their metal... Try an Imperial blue... (Such as the Base***.BM textures.

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