First thing in editor, thought I'd spend most the night without sleep and rustle up this little unfinished generic corridor. Not sure if I really like it at all.
<!--quoteo(post=1740656:date=Nov 26 2009, 06:49 PM:name=Kalabalana)--><div class='quotetop'>QUOTE(Kalabalana @ Nov 26 2009, 06:49 PM) <a href="index.php?act=findpost&pid=1740656"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, I just added two global lights to my map, and now it isn't quite as dark, a lot nicer too I think.<!--QuoteEnd--></div><!--QuoteEEnd-->
Since the hallway i posted has a door at the end i figured i need a room behind there. Someone on irc posted a screenshot of his room that gave me an idea. I needed something sinister. Something evil. And even though it's not entirely finished yet, I give you:
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
<!--quoteo(post=1740686:date=Nov 27 2009, 05:02 AM:name=doeseph)--><div class='quotetop'>QUOTE(doeseph @ Nov 27 2009, 05:02 AM) <a href="index.php?act=findpost&pid=1740686"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You should consider toning down the intensity on every single light in that scene. It's a little bright.<!--QuoteEnd--></div><!--QuoteEEnd--> But really just a tad...
I'd rather call most of the screenshots in here too dark, especially considering that players usually prefer bright over dark.
<!--quoteo(post=1740679:date=Nov 27 2009, 02:16 AM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Nov 27 2009, 02:16 AM) <a href="index.php?act=findpost&pid=1740679"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->First thing in editor, thought I'd spend most the night without sleep and rustle up this little unfinished generic corridor. Not sure if I really like it at all.
<!--quoteo(post=1740686:date=Nov 27 2009, 03:02 AM:name=doeseph)--><div class='quotetop'>QUOTE(doeseph @ Nov 27 2009, 03:02 AM) <a href="index.php?act=findpost&pid=1740686"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You should consider toning down the intensity on every single light in that scene. It's a little bright.<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually I really like the bright look, it gives a very nice contrast to the dingy dark areas. NS1 had bright lighting in places and NS2 would probably look cool with it in areas too.
The textures and models are awesome and the specular system is epic, it's nice to be able to see things.
<!--quoteo(post=1740421:date=Nov 26 2009, 04:49 AM:name=Mendasp)--><div class='quotetop'>QUOTE(Mendasp @ Nov 26 2009, 04:49 AM) <a href="index.php?act=findpost&pid=1740421"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A lot, because I'm trying to simulate the bounces of precompiled lighting (so the ceilings aren't pitch black).
I have a spotlight with a wide outer angle per light source (which lights up the floor and walls) and a small point light to light up the model. Then I use more point lights with an intensity of 1 with a relatively big radius to cover up the darkness. I also have small spot lights on the smaller light sources like the small lights on some of the props.<!--QuoteEnd--></div><!--QuoteEEnd-->
Mendasp, I hope you're on the payroll because your screen shots look absolutely fantastic. The atmosphere and lighting are perfect!
I think a bunch of the other submissions look good as well but there is definitely a theme of extremely dark maps which, while they may look creepy in screen shots, would not play well in an actual game.
<!--quoteo(post=1740774:date=Nov 27 2009, 03:37 AM:name=Daworm)--><div class='quotetop'>QUOTE(Daworm @ Nov 27 2009, 03:37 AM) <a href="index.php?act=findpost&pid=1740774"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I tried making some glass textures... from all that I've read it was right. Just seems the Spark Editor doesn't support it :(<!--QuoteEnd--></div><!--QuoteEEnd-->
A glass texture would just be a light haze/blur layer with about 90% alpha or opacity, which I'm pretty sure are both currently supported in Spark. How did you try making one?
<!--quoteo(post=1740783:date=Nov 27 2009, 01:04 PM:name=denzil)--><div class='quotetop'>QUOTE(denzil @ Nov 27 2009, 01:04 PM) <a href="index.php?act=findpost&pid=1740783"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Mendasp you sexy beast keep working, that looks great mate :-)<!--QuoteEnd--></div><!--QuoteEEnd--> Thanks! It's been a while :) I think I can only map for NS, heh.
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<!--quoteo(post=1740774:date=Nov 27 2009, 09:37 AM:name=Daworm)--><div class='quotetop'>QUOTE(Daworm @ Nov 27 2009, 09:37 AM) <a href="index.php?act=findpost&pid=1740774"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I tried making some glass textures... from all that I've read it was right. Just seems the Spark Editor doesn't support it :(<!--QuoteEnd--></div><!--QuoteEEnd-->
Glass isn't supported just yet, but it's on the list of things that are planned.
it's supposed to be a Hangar bay.. it's going to be though V. 01 <img src="http://i245.photobucket.com/albums/gg43/ganazul/ns2_001.png" border="0" class="linked-image" />
V. 02 <img src="http://i245.photobucket.com/albums/gg43/ganazul/ns_02.jpg" border="0" class="linked-image" />
<!--quoteo(post=1740679:date=Nov 27 2009, 02:16 AM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Nov 27 2009, 02:16 AM) <a href="index.php?act=findpost&pid=1740679"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->First thing in editor, thought I'd spend most the night without sleep and rustle up this little unfinished generic corridor. Not sure if I really like it at all.
I really like the image above. If it's to bright and some light sources are blown out, I would only take them down slightly. High contrast is good, also between areas. If everything is very dark it wont by as scary to go from dark to dark as from light to dark.
Very nice to see all the work people are putting in. Wish I had time to install Spark. It looks a absolute blast to use.
Most of the screens that people are posting looks kinda washed out on my monitor though. A bit to little contrast and rarely all the way to pitch black. I also noticed that on the Marine model images that were posted. Have a calibrated high-end monitor as I work with graphics. Mentioned it before but I think it would be great if NS2 has a calibration setting up front like in Killzone 2.
Keep up up the work people! Hopefully I can find time to join you soon.
Edit: As mentioned by monopolowa bellow, I to think there should be a thread with concept art. Here is a an article on corridors in sci-fi: <a href="http://www.denofgeek.com/movies/313130/in_praise_of_the_scifi_corridor.html" target="_blank">http://www.denofgeek.com/movies/313130/in_...i_corridor.html</a> The Alien & Aliens stand out as most fitting in the NS universe, especially the ones from LV-426: <a href="http://www.horrordvds.com/reviews/a-m/aliens/aliens_shot2l.jpg" target="_blank">http://www.horrordvds.com/reviews/a-m/alie...iens_shot2l.jpg</a> But at the same time it would be great to see something unexpected and also with more colour and contrast. I would love to see a map that breaks things up a bit and implement things like living quarters and bright medical labs. In other words make some areas more human. Oil platforms and it's different areas might be good to look at.
<!--quoteo(post=1740807:date=Nov 27 2009, 08:10 AM:name=WorthyRival)--><div class='quotetop'>QUOTE(WorthyRival @ Nov 27 2009, 08:10 AM) <a href="index.php?act=findpost&pid=1740807"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This editor is really fun.<!--QuoteEnd--></div><!--QuoteEEnd--> Hmm.. those pip props don't look so good when scaled up that large...
<!--quoteo(post=1740843:date=Nov 27 2009, 10:12 AM:name=ShinobiRAGE)--><div class='quotetop'>QUOTE(ShinobiRAGE @ Nov 27 2009, 10:12 AM) <a href="index.php?act=findpost&pid=1740843"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There are some nice shots, but for ###### sake to to resize your image, your destroying the board!<!--QuoteEnd--></div><!--QuoteEEnd--> It's the screenshot thread. Deal with it.
Comments
Sweet! :D
<img src="http://img692.imageshack.us/img692/551/thaldarinlevel2img2nsf.jpg" border="0" class="linked-image" />
Where is this global light you say?
<img src="http://members.home.nl/afj.wientjes/Morgue.jpg" border="0" class="linked-image" />
The morgue res node room. Feasts on the souls of your fallen!
But really just a tad...
I'd rather call most of the screenshots in here too dark, especially considering that players usually prefer bright over dark.
<a href="http://img121.imageshack.us/i/reactorsmall.jpg/" target="_blank"><img src="http://img121.imageshack.us/img121/5012/reactorsmall.jpg" border="0" class="linked-image" /></a>
<a href="http://img121.imageshack.us/i/reactorf3s.jpg/" target="_blank"><img src="http://img121.imageshack.us/img121/5259/reactorf3s.jpg" border="0" class="linked-image" /></a>
<a href="http://img121.imageshack.us/i/reactorf4s.jpg/" target="_blank"><img src="http://img121.imageshack.us/img121/3416/reactorf4s.jpg" border="0" class="linked-image" /></a>
<a href="http://img268.imageshack.us/i/reactorf5s.jpg/" target="_blank"><img src="http://img268.imageshack.us/img268/3476/reactorf5s.jpg" border="0" class="linked-image" /></a>
<a href="http://img263.imageshack.us/i/reactorf7s.jpg/" target="_blank"><img src="http://img263.imageshack.us/img263/3623/reactorf7s.jpg" border="0" class="linked-image" /></a>
<img src="http://www.clorf.com/leveldesign/ns2/thaldarin_level2_img2_nsf.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1740686:date=Nov 27 2009, 03:02 AM:name=doeseph)--><div class='quotetop'>QUOTE(doeseph @ Nov 27 2009, 03:02 AM) <a href="index.php?act=findpost&pid=1740686"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You should consider toning down the intensity on every single light in that scene. It's a little bright.<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually I really like the bright look, it gives a very nice contrast to the dingy dark areas. NS1 had bright lighting in places and NS2 would probably look cool with it in areas too.
The textures and models are awesome and the specular system is epic, it's nice to be able to see things.
I have a spotlight with a wide outer angle per light source (which lights up the floor and walls) and a small point light to light up the model. Then I use more point lights with an intensity of 1 with a relatively big radius to cover up the darkness. I also have small spot lights on the smaller light sources like the small lights on some of the props.<!--QuoteEnd--></div><!--QuoteEEnd-->
Mendasp, I hope you're on the payroll because your screen shots look absolutely fantastic. The atmosphere and lighting are perfect!
I think a bunch of the other submissions look good as well but there is definitely a theme of extremely dark maps which, while they may look creepy in screen shots, would not play well in an actual game.
<a href="http://img267.imageshack.us/i/wr1v.jpg/" target="_blank"><img src="http://img267.imageshack.us/img267/2530/wr1v.jpg" border="0" class="linked-image" /></a> <a href="http://g.imageshack.us/img267/wr1v.jpg/1/" target="_blank"><img src="http://img267.imageshack.us/img267/wr1v.jpg/1/w1600.png" border="0" class="linked-image" /></a>
<a href="http://img16.imageshack.us/i/wr2fn.jpg/" target="_blank"><img src="http://img16.imageshack.us/img16/4816/wr2fn.jpg" border="0" class="linked-image" /></a> <a href="http://g.imageshack.us/img16/wr2fn.jpg/1/" target="_blank"><img src="http://img16.imageshack.us/img16/wr2fn.jpg/1/w1600.png" border="0" class="linked-image" /></a>
<img src="http://img691.imageshack.us/img691/6875/skulksinavent.jpg" border="0" class="linked-image" />
<img src="http://ns2devs.com/pewpewk/pic1.png" border="0" class="linked-image" />
<img src="http://ns2devs.com/pewpewk/pic2.png" border="0" class="linked-image" />
<img src="http://ns2devs.com/pewpewk/pic3.png" border="0" class="linked-image" />
<img src="http://ns2devs.com/pewpewk/pic4.png" border="0" class="linked-image" />
<img src="http://ns2devs.com/pewpewk/pic5.png" border="0" class="linked-image" />
<img src="http://ns2devs.com/pewpewk/pic6.png" border="0" class="linked-image" />
<img src="http://ns2devs.com/pewpewk/pic7.png" border="0" class="linked-image" />
<b>Download:</b>
<a href="http://ns2devs.com/index.php?/topic/14-wip-random-room/" target="_blank">http://ns2devs.com/index.php?/topic/14-wip-random-room/</a>
<a href="http://imgur.com/5MNGH.jpg" target="_blank"><img src="http://imgur.com/5MNGH.jpg" border="0" class="linked-image" /></a>
<a href="http://imgur.com/xf60I.jpg" target="_blank"><img src="http://imgur.com/xf60I.jpg" border="0" class="linked-image" /></a>
check it out:
<a href="http://muitolegalblog.blogspot.com/2009/08/50-incriveis-exemplos-de-arte.html" target="_blank">http://muitolegalblog.blogspot.com/2009/08...os-de-arte.html</a>
some of them:
<img src="http://netdna.webdesignerdepot.com/uploads/concept_art/concept-68.jpg" border="0" class="linked-image" />
<img src="http://netdna.webdesignerdepot.com/uploads/concept_art/concept-16.jpg" border="0" class="linked-image" />
<img src="http://netdna.webdesignerdepot.com/uploads/concept_art/concept-20.jpg" border="0" class="linked-image" />
<img src="http://netdna.webdesignerdepot.com/uploads/concept_art/concept-40.jpg" border="0" class="linked-image" />
<a href="http://img403.imageshack.us/i/bhaztest1screen3.jpg/" target="_blank"><img src="http://img403.imageshack.us/img403/9513/bhaztest1screen3.jpg" border="0" class="linked-image" /></a> <a href="http://g.imageshack.us/img403/bhaztest1screen3.jpg/1/" target="_blank"><img src="http://img403.imageshack.us/img403/bhaztest1screen3.jpg/1/w1280.png" border="0" class="linked-image" /></a>
<a href="http://img442.imageshack.us/i/bhaztest1screen1.jpg/" target="_blank"><img src="http://img442.imageshack.us/img442/1918/bhaztest1screen1.th.jpg" border="0" class="linked-image" /></a><a href="http://img248.imageshack.us/i/bhaztest1screen2.jpg/" target="_blank"><img src="http://img248.imageshack.us/img248/9678/bhaztest1screen2.th.jpg" border="0" class="linked-image" /></a><a href="http://img28.imageshack.us/i/bhaztest1screen4.jpg/" target="_blank"><img src="http://img28.imageshack.us/img28/8731/bhaztest1screen4.th.jpg" border="0" class="linked-image" /></a>
A glass texture would just be a light haze/blur layer with about 90% alpha or opacity, which I'm pretty sure are both currently supported in Spark. How did you try making one?
<img src="http://www.ns2res.com/wp-content/gallery/Level%20Design/cave1.JPG" border="0" class="linked-image" />
alzaroc your stairwell design is showing some great potential!
Glass isn't supported just yet, but it's on the list of things that are planned.
it's supposed to be a Hangar bay.. it's going to be though
V. 01
<img src="http://i245.photobucket.com/albums/gg43/ganazul/ns2_001.png" border="0" class="linked-image" />
V. 02
<img src="http://i245.photobucket.com/albums/gg43/ganazul/ns_02.jpg" border="0" class="linked-image" />
<a href="http://img175.imageshack.us/i/wr3.jpg/" target="_blank"><img src="http://img175.imageshack.us/img175/2972/wr3.jpg" border="0" class="linked-image" /></a> <a href="http://g.imageshack.us/img175/wr3.jpg/1/" target="_blank"><img src="http://img175.imageshack.us/img175/wr3.jpg/1/w1920.png" border="0" class="linked-image" /></a>
<img src="http://img692.imageshack.us/img692/551/thaldarinlevel2img2nsf.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I really like the image above. If it's to bright and some light sources are blown out, I would only take them down slightly. High contrast is good, also between areas. If everything is very dark it wont by as scary to go from dark to dark as from light to dark.
Very nice to see all the work people are putting in. Wish I had time to install Spark. It looks a absolute blast to use.
Most of the screens that people are posting looks kinda washed out on my monitor though. A bit to little contrast and rarely all the way to pitch black. I also noticed that on the Marine model images that were posted. Have a calibrated high-end monitor as I work with graphics. Mentioned it before but I think it would be great if NS2 has a calibration setting up front like in Killzone 2.
Keep up up the work people! Hopefully I can find time to join you soon.
Edit: As mentioned by monopolowa bellow, I to think there should be a thread with concept art.
Here is a an article on corridors in sci-fi: <a href="http://www.denofgeek.com/movies/313130/in_praise_of_the_scifi_corridor.html" target="_blank">http://www.denofgeek.com/movies/313130/in_...i_corridor.html</a>
The Alien & Aliens stand out as most fitting in the NS universe, especially the ones from LV-426: <a href="http://www.horrordvds.com/reviews/a-m/aliens/aliens_shot2l.jpg" target="_blank">http://www.horrordvds.com/reviews/a-m/alie...iens_shot2l.jpg</a> But at the same time it would be great to see something unexpected and also with more colour and contrast. I would love to see a map that breaks things up a bit and implement things like living quarters and bright medical labs. In other words make some areas more human. Oil platforms and it's different areas might be good to look at.
Hmm.. those pip props don't look so good when scaled up that large...
It's the screenshot thread. Deal with it.