WiP

Steve0Steve0 Join Date: 2007-07-17 Member: 61615Members
<div class="IPBDescription">A lil project im playing with</div>Im quite new to mapping , and started making a corridor look the part for an ns2 map , but didnt have textures at 1st so this is what i looks like with stock dev textures.

<a href="http://infinity.alakir.eu/corridor0005.jpg" target="_blank">http://infinity.alakir.eu/corridor0005.jpg</a>

So i decided to see what it would look like textured , after speaking with KFDM on irc he pointed me to Philips custom texture pack <a href="http://www.philipk.net/portfolio.html" target="_blank">http://www.philipk.net/portfolio.html</a> (awesome job btw phil)

They are preety bad ass looking textures to be fair, so i used them in my corridor on the map and this was the result

<a href="http://infinity.alakir.eu/corridor0008.jpg" target="_blank">http://infinity.alakir.eu/corridor0008.jpg</a>

<a href="http://infinity.alakir.eu/corridor0009.jpg" target="_blank">http://infinity.alakir.eu/corridor0009.jpg</a>

Quite a considerable difference it makes when it gets textured , i sent some pm's about the ns2tr alpha ( i really wanna test it and help out) <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />.

Anyhows , some comments on the screens would be nice, KFDM already pointed out it looks kind of empty which i would have to agree with so ill probably make use of the space with some crates etc.

Comments

  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Looks nice, but it's very repetetive. On the right, for instance, it just repeats. Maybe if it bulged outwards or inwards or something. It doesn't even have to be enough to duck behind significantly.
  • Steve0Steve0 Join Date: 2007-07-17 Member: 61615Members
    <!--quoteo(post=1650929:date=Sep 21 2007, 06:30 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Sep 21 2007, 06:30 AM) <a href="index.php?act=findpost&pid=1650929"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks nice, but it's very repetetive. On the right, for instance, it just repeats. Maybe if it bulged outwards or inwards or something. It doesn't even have to be enough to duck behind significantly.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Yeh i kind of see what you mean , with the concave walls on sides of each alcoves ? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    But it's the same concavity repeated over and over with no variations in depth or width. It's the difference between visual monotony and interesting design.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    new to mapping - bloody awesome if that is your first try to mapping <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
    i like the design a lot - i don't think its any more repetivtive any any other hl1 or hl2 level - details can always be added in later - its the layout of the map to make it balanced and play well. Also most ns maps are pretty empty (not in a bad way, just leaves more room for gameplay), there aren't many things to hide behind except for larger rooms.

    i'd be looking to put some trim around your details though - like the grates in the floor, if they had a frame they wouldnt look like they are just floating <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    Frames, borders, trims, bevels they will always make your map look more solid and "3D"
  • DethGauntDethGaunt Join Date: 2003-06-02 Member: 16938Members
    looks much more awesome textured.. wouldnt say its repetitive, its just a corridor.. every part of the map is not going to be indivdual and unique. I agree with schkorpio that it being "empty" is not a bad thing, always enjoyed the more clean style NS maps and reproducing this gives a more NS feel ;p
  • Steve0Steve0 Join Date: 2007-07-17 Member: 61615Members
    I put a video on youtube just to get an idea what sort of feel the corridor has. But youtube broke it and made the video twice as dark.

    <a href="http://www.youtube.com/watch?v=u13AYTnQcAk" target="_blank">http://www.youtube.com/watch?v=u13AYTnQcAk</a>

    Come to think of it , its soooooo dark most of the video is just darkness. I uploaded the better video here <a href="http://infinity.alakir.eu/corridor_textured01.rar" target="_blank">http://infinity.alakir.eu/corridor_textured01.rar</a> you can see a hell of alot more on it than the one in youtube.

    Its in xvid format if you wondering what the codec is.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    edited September 2007
    Very cool and atmospheric. The red is reminicent of Hera but the style is similar to the east door way out of MS on Eclipse. I can totally picture myself shooting at a skulk barreling down the hallway.

    Edit: A quick suggestion, they way it's set up it looks like control panels/servers on the right are on rails almost. If you actually put them on rails so they would move up and down that hallway behind the barrier that would be neat.

    Edit2: Maybe make the vertical bracing on the left side match the texture the pipes and triangle braces on the right to tie the halfway together? It kinda feels like the two sides belong to different hallways.
  • Steve0Steve0 Join Date: 2007-07-17 Member: 61615Members
    <!--quoteo(post=1651055:date=Sep 21 2007, 06:54 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Sep 21 2007, 06:54 PM) <a href="index.php?act=findpost&pid=1651055"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Edit: A quick suggestion, they way it's set up it looks like control panels/servers on the left are on rails almost. If you actually put them on rails so they would move up and down that hallway behind the barrier that would be neat.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I dont know how to make bsp move in a map yet <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> , but i suppose it would look kind of cool like an automated machine that moves along behind the barrier left to right ?
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    Yeah, I wasn't thinking automated move I was thinking something players could push. Tangential idea is make it a weldable such that the two servers move to block/reveal a vent.
  • Steve0Steve0 Join Date: 2007-07-17 Member: 61615Members
    <!--quoteo(post=1651059:date=Sep 21 2007, 07:07 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Sep 21 2007, 07:07 PM) <a href="index.php?act=findpost&pid=1651059"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, I wasn't thinking automated move I was thinking something players could push. Tangential idea is make it a weldable such that the two servers move to block/reveal a vent.<!--QuoteEnd--></div><!--QuoteEEnd-->



    Hmmmmm , that might be doable with func_door with some input to the door telling it to close on weld then lock on close, just i dont got weld scripts <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />.
  • PhilipKPhilipK NS2 texture artist (AKA &quot;Blazeeer&quot;) Join Date: 2002-11-01 Member: 3746Members, Retired Developer
    Cool, especially if you haven't been mapping for very long.
    Thanks for the comments on those old textures btw <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    edited September 2007
    I think the hard part is deciding between realism, how would a place likely be built in the future in this setting, form and function is likely to be key especially if it is mining or military as astects are expensive and there for tend to be deemed unnessecary in those capacities. Now a colony or something like would have far more decorations to it that would add a lot to the game as you see them destroyed. Think of when the marines enter in Aliens and you see cups and half eaten donuts and paperwork around. It's a movie but it's an example. Take most refinaries or mine installations today and they are rather bland and straight forward.

    I'm not saying it needs to have no "feel" to it and should be straight and narrow but you just need to decide on your context. Would a company build a station like this? Would a colony want to have boxes just lieing around in the hallway or on a loading dock. Now should you have say an overturned loader with boxes and kit sprawled all over or part of a ceiling caved in etc. Something to indicate why this is there and how it came to be there adds more to the map and plausability.

    In the end it's just my opinion and I'm not much of a mapper but as a gamer it's what I would expect to see coming into things.

    Edit: A good example would be the movie "Galaxy quest" which I thought was funny. Anyways as Tim allen and Sigourney Weaver are running from the aliens they come across a hallway filled with smashing and crushing walls and such. As Sigourney looks this over she says "why the hell is this here, what possible purpose could this serve?" (hope that's the right qoute) Tim responds it's because it was in the show but the point is when i come across a hallway filled with holes or boxes or whatever I am going to ask the same question. Why is this here, what relevence does thier serve? Why is this map laid out like this, what reason would this be here for.
  • FlopperFlopper Join Date: 2007-09-26 Member: 62442Members
    Having created a few maps myself, i have to say that that's a very good job, a bit too "square" if u ask me, meaning it would be better if the corridor was in a shape of an oval or smthn. But on the other hand, it gives an "old industrial" look, smthn like in the first alien movies lol, nice job. Would like to see it finished.
  • Steve0Steve0 Join Date: 2007-07-17 Member: 61615Members
    <!--quoteo(post=1652655:date=Sep 28 2007, 12:15 PM:name=Flopper)--><div class='quotetop'>QUOTE(Flopper @ Sep 28 2007, 12:15 PM) <a href="index.php?act=findpost&pid=1652655"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Having created a few maps myself, i have to say that that's a very good job, a bit too "square" if u ask me, meaning it would be better if the corridor was in a shape of an oval or smthn. But on the other hand, it gives an "old industrial" look, smthn like in the first alien movies lol, nice job. Would like to see it finished.<!--QuoteEnd--></div><!--QuoteEEnd-->


    i was kind of aiming for a Aliens feel for the map , i dunno what it is but it looks awesome. I cant wait for the real time lighting to get into the engine, it will make it look even better <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />.
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    Looks great, but add more detail to some spots, looks almost like a hl1 map with all the sharp edges.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    any updates ? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • Steve0Steve0 Join Date: 2007-07-17 Member: 61615Members
    <!--quoteo(post=1654190:date=Oct 5 2007, 07:48 AM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Oct 5 2007, 07:48 AM) <a href="index.php?act=findpost&pid=1654190"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->any updates ? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->


    Developing Marine Spawn atm , and just found texture displacement tool, X/Y shifting etc etc. It wins at making stuff look decent lol.

    Abit slow in this room , as it has 2 corridors going into it , com char will be at the back corner opposite end of room from entrances obv for gameplay reasons and a res node inbetween the corridors.

    Just dont know what sort of room to make it with better geometry work, HQ room with screens / consoles / real time cameras etc. Or like a generator room with various power plants moving compressors or something. Havent really sketched down a proper layout yet so it gets confusing making it on the fly <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Ill probably go with HQ room though. Screenshots will be uploaded when it looks decent enough <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />.
  • Steve0Steve0 Join Date: 2007-07-17 Member: 61615Members
    Update : Marine spawn 1st pic early stage

    <a href="http://infinity.alakir.eu/marine_spawn01.jpg" target="_blank">http://infinity.alakir.eu/marine_spawn01.jpg</a>

    Just floor/rims/ceiling/walls atm , will be adding ontop of that with some more complex design soon <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ( I just found the wonders of the clipping tool lol).
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    <!--quoteo(post=1654574:date=Oct 7 2007, 07:34 PM:name=Steve0)--><div class='quotetop'>QUOTE(Steve0 @ Oct 7 2007, 07:34 PM) <a href="index.php?act=findpost&pid=1654574"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->( I just found the wonders of the clipping tool lol).<!--QuoteEnd--></div><!--QuoteEEnd-->
    Make sure you'll never look for or find the wonders of the carving tool, because it's pure evil. <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />

    You shouldn't post pictures in such an early stage <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
    ..the first pictures look great though.

    Just hope that the ns2 tech release for mappers won't screw your plans, but it's good exercise anyway.
  • Steve0Steve0 Join Date: 2007-07-17 Member: 61615Members
    <!--quoteo(post=1654699:date=Oct 8 2007, 06:02 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE(pSyk0mAn @ Oct 8 2007, 06:02 PM) <a href="index.php?act=findpost&pid=1654699"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Make sure you'll never look for or find the wonders of the carving tool, because it's pure evil. <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />

    You shouldn't post pictures in such an early stage <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
    ..the first pictures look great though.

    Just hope that the ns2 tech release for mappers won't screw your plans, but it's good exercise anyway.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I found carving is useful for pipe shape corridors but , more then 1 brush used and it crashes :<.

    But how ever , my pc died a horibble death yesterday and will not work anymore (GPU problems), my HDD is recoverable though , so the work isnt lost. I think theres about 150-200hours gone into my map so far, it would be a ###### t lose it now.

    Should be here by thursday "fingers crossed".
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