Oh, I love the last picture with the res node. Really like how you kept it so clean, yet stylish. Love how you tilted that fan. What is going on in the roof though? Are the cylinder lamps on their own kind of ceiling?
I also like the picture of what seems to be some sort of engine. Those things with all the pipes running. I'd suggest you use the model with the longer pipe though. All those joints looks kinda weird/unnecessary. Other than that, I like it. UWE wants us to have landmarks in our maps, and this is one of those imo.
The hallways are kinda bland, but that might be because I generally find hallways boring :P Unless they are extremely creatively made.
Just a corridor I spent a couple hours working on. Not sure how I feel about the lighting: it's nice and atmospheric, but it might be too dark to be playable.
<!--quoteo(post=1743081:date=Dec 8 2009, 10:53 PM:name=trinity.ns)--><div class='quotetop'>QUOTE(trinity.ns @ Dec 8 2009, 10:53 PM) <a href="index.php?act=findpost&pid=1743081"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->judging from the shadows, your sun is very close to the window.. besides that it's looking really nice!<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, there are no sun light at the moment. And the shadows become very ugly at long distance so I had no choice but put the light close to the window.
<!--quoteo(post=1743109:date=Dec 9 2009, 03:52 AM:name=Genomaxter)--><div class='quotetop'>QUOTE(Genomaxter @ Dec 9 2009, 03:52 AM) <a href="index.php?act=findpost&pid=1743109"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://img205.imageshack.us/i/heater2.jpg/" target="_blank"><img src="http://img205.imageshack.us/img205/9771/heater2.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd--> I think you overdid it with the number of pipes here, it becomes too apparent that it's the same prop repeated. But I really like the structures you're making out of geometry!
Hey this is what my big room is gonna look like it marines dont have either of the RTs covered. Yeah scary... The idea is that it is the room right outside marine start so if you ###### up and aliens manage to take out the RT's it gets DARK! :p
Also does anyone know how to stop the two spotlight props from GLOWING even when I dont put a light in them. I want them to be able to turn on and off but even when no light the textures on the prop themselves glow in the dark.
<!--quoteo(post=1743158:date=Dec 9 2009, 10:39 AM:name=PsympleJester)--><div class='quotetop'>QUOTE(PsympleJester @ Dec 9 2009, 10:39 AM) <a href="index.php?act=findpost&pid=1743158"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also does anyone know how to stop the two spotlight props from GLOWING even when I dont put a light in them. I want them to be able to turn on and off but even when no light the textures on the prop themselves glow in the dark.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's not supported by Spark yet, but it will be eventually.
Wow the future is very dark, dirty, dingy, dungeon, doom.
Why not some blazingly bright maps with white plastic panels for walls, as you walk over white panels suspended in the air by a cushion of condensed blazingly bright photons.
<!--quoteo(post=1743168:date=Dec 10 2009, 03:36 AM:name=FocusedWolf)--><div class='quotetop'>QUOTE(FocusedWolf @ Dec 10 2009, 03:36 AM) <a href="index.php?act=findpost&pid=1743168"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wow the future is very dark, dirty, dingy, dungeon, doom.
Why not some blazingly bright maps with white plastic panels for walls, as you walk over white panels suspended in the air by a cushion of condensed blazingly bright photons.<!--QuoteEnd--></div><!--QuoteEEnd--> theres no white/bright textures yet
<!--quoteo(post=1743168:date=Dec 9 2009, 12:36 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE(FocusedWolf @ Dec 9 2009, 12:36 PM) <a href="index.php?act=findpost&pid=1743168"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wow the future is very dark, dirty, dingy, dungeon, doom.
Why not some blazingly bright maps with white plastic panels for walls, as you walk over white panels suspended in the air by a cushion of condensed blazingly bright photons.<!--QuoteEnd--></div><!--QuoteEEnd-->
re: ns2_biodome
I plan to have a significant section in the map with a bright fresh look. Of course we're talking about distant corporate assets here.. they would only invest exactly what is required to keep their human assets sane and working.
<a href="http://img33.imageshack.us/img33/1015/stationgrabscaryerlight.jpg" target="_blank">http://img33.imageshack.us/img33/1015/stat...caryerlight.jpg</a> Heheh the blue light is 1 of the 2 RT slots done so far another is gonna be on roof of left bunker. This is view from marine start door. When marines first enter this room the only lights will be the ones down the centre of the causeway and two blue glows from the RT spots.
No, seriously, best thing I've used in my life. If the game is at least half as good as this, I'll probably spend the rest of my life in constant drooling state.
Not directing this at anyone in particular, but with Natural Selection, you really want to avoid the "box with props in it" sort of room. Breaking the mold of that typical boxed room, or rectangular hallway can drastically make your scenes more interesting.
<!--quoteo(post=1743230:date=Dec 10 2009, 04:43 AM:name=WatchMaker)--><div class='quotetop'>QUOTE (WatchMaker @ Dec 10 2009, 04:43 AM) <a href="index.php?act=findpost&pid=1743230"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not directing this at anyone in particular, but with Natural Selection, you really want to avoid the "box with props in it" sort of room. Breaking the mold of that typical boxed room, or rectangular hallway can drastically make your scenes more interesting.<!--QuoteEnd--></div><!--QuoteEEnd-->
No. Most users dont have monster computers. You can build interesting scenes without 100% props also. Just takes more time and imagination.
<!--quoteo(post=1743230:date=Dec 10 2009, 04:43 AM:name=WatchMaker)--><div class='quotetop'>QUOTE (WatchMaker @ Dec 10 2009, 04:43 AM) <a href="index.php?act=findpost&pid=1743230"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not directing this at anyone in particular, but with Natural Selection, you really want to avoid the "box with props in it" sort of room. Breaking the mold of that typical boxed room, or rectangular hallway can drastically make your scenes more interesting.<!--QuoteEnd--></div><!--QuoteEEnd-->
This implies to mine alot I suppose but. I am slowly filling the massive block room with props. (It is a work in progress) I am only having this as one big room the other rooms are already planned and will be crawling with props and wires. The big square room on my map stands out due to its squareness and it is meant to do so to excetuate that it is built for a purpose not to be pretty.
<!--quoteo(post=1743230:date=Dec 10 2009, 07:43 AM:name=WatchMaker)--><div class='quotetop'>QUOTE (WatchMaker @ Dec 10 2009, 07:43 AM) <a href="index.php?act=findpost&pid=1743230"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not directing this at anyone in particular, but with Natural Selection, you really want to avoid the "box with props in it" sort of room. Breaking the mold of that typical boxed room, or rectangular hallway can drastically make your scenes more interesting.<!--QuoteEnd--></div><!--QuoteEEnd--> "Box with props in it" is sort of what a room is though, isn't it? Maybe you mean, "avoid featureless rectangular rooms"? If so, yes, that's tempting as a general advise - more detail, more interest, more suspension of disbelief - but it also depends on what exactly you're going for (say, a new room in a typical concrete building will be pretty much a grey box).
"Box with props in it" is sort of what a room is though, isn't it? Maybe you mean, "avoid featureless rectangular rooms"? If so, yes, that's tempting as a general advise - more detail, more interest, more suspension of disbelief - but it also depends on what exactly you're going for (say, a new room in a typical concrete building will be pretty much a grey box).<!--QuoteEnd--></div><!--QuoteEEnd-->
Dont forget that we have some pretty sweet textures as well. Do not underestimate BSP. :)
Huzzah! Now that registrations are finally functional again, here's my contribution. Looking forward to being able to play with the effects that atmospheric lights might pose as well.
Comments
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Thanks for the tip about imageshack. :D
I also like the picture of what seems to be some sort of engine. Those things with all the pipes running. I'd suggest you use the model with the longer pipe though. All those joints looks kinda weird/unnecessary. Other than that, I like it. UWE wants us to have landmarks in our maps, and this is one of those imo.
The hallways are kinda bland, but that might be because I generally find hallways boring :P Unless they are extremely creatively made.
<a href="http://img15.imageshack.us/i/litcorridor2.jpg/" target="_blank"><img src="http://img15.imageshack.us/img15/1300/litcorridor2.th.jpg" border="0" class="linked-image" /></a>
Just a corridor I spent a couple hours working on. Not sure how I feel about the lighting: it's nice and atmospheric, but it might be too dark to be playable.
Well, there are no sun light at the moment. And the shadows become very ugly at long distance so I had no choice but put the light close to the window.
<a href="http://i.imagehost.org/0915/keker1.jpg" target="_blank"><img src="http://i.imagehost.org/0531/keker2.jpg" border="0" class="linked-image" /></a>
How long did the two parts take you, shakewell?
That ladder looks kind of silly though, maybe just because I mentally recognize it as a ladder.
I think you overdid it with the number of pipes here, it becomes too apparent that it's the same prop repeated.
But I really like the structures you're making out of geometry!
Yeah scary...
The idea is that it is the room right outside marine start so if you ###### up and aliens manage to take out the RT's it gets DARK! :p
<a href="http://img137.imageshack.us/img137/314/stationgrabscaryer.jpg" target="_blank">http://img137.imageshack.us/img137/314/sta...grabscaryer.jpg</a>
Also does anyone know how to stop the two spotlight props from GLOWING even when I dont put a light in them.
I want them to be able to turn on and off but even when no light the textures on the prop themselves glow in the dark.
I want them to be able to turn on and off but even when no light the textures on the prop themselves glow in the dark.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's not supported by Spark yet, but it will be eventually.
Why not some blazingly bright maps with white plastic panels for walls, as you walk over white panels suspended in the air by a cushion of condensed blazingly bright photons.
Why not some blazingly bright maps with white plastic panels for walls, as you walk over white panels suspended in the air by a cushion of condensed blazingly bright photons.<!--QuoteEnd--></div><!--QuoteEEnd-->
theres no white/bright textures yet
Why not some blazingly bright maps with white plastic panels for walls, as you walk over white panels suspended in the air by a cushion of condensed blazingly bright photons.<!--QuoteEnd--></div><!--QuoteEEnd-->
re: ns2_biodome
I plan to have a significant section in the map with a bright fresh look. Of course we're talking about distant corporate assets here.. they would only invest exactly what is required to keep their human assets sane and working.
Heheh the blue light is 1 of the 2 RT slots done so far another is gonna be on roof of left bunker.
This is view from marine start door.
When marines first enter this room the only lights will be the ones down the centre of the causeway and two blue glows from the RT spots.
<img src="http://img42.imageshack.us/img42/3943/ns2t.jpg" border="0" class="linked-image" />
<img src="http://img21.imageshack.us/img21/2033/ns3h.jpg" border="0" class="linked-image" />
<img src="http://img708.imageshack.us/img708/23/42215474.jpg" border="0" class="linked-image" />
<img src="http://img30.imageshack.us/img30/6921/28442175.jpg" border="0" class="linked-image" />
<img src="http://img30.imageshack.us/img30/5791/98782721.jpg" border="0" class="linked-image" />
<img src="http://img15.imageshack.us/img15/738/79401688.jpg" border="0" class="linked-image" />
<img src="http://img708.imageshack.us/img708/1630/50498476.jpg" border="0" class="linked-image" />
<img src="http://img138.imageshack.us/img138/827/59857445.jpg" border="0" class="linked-image" />
<img src="http://img138.imageshack.us/img138/5513/14477400.jpg" border="0" class="linked-image" />
Crappy screenshots, awesome editor, etc.
No, seriously, best thing I've used in my life. If the game is at least half as good as this, I'll probably spend the rest of my life in constant drooling state.
Draco: Those two last screens of yours are great! Keep up the good work!
No. Most users dont have monster computers. You can build interesting scenes without 100% props also. Just takes more time and imagination.
This implies to mine alot I suppose but.
I am slowly filling the massive block room with props.
(It is a work in progress)
I am only having this as one big room the other rooms are already planned and will be crawling with props and wires.
The big square room on my map stands out due to its squareness and it is meant to do so to excetuate that it is built for a purpose not to be pretty.
<!--quoteo(post=1743230:date=Dec 10 2009, 07:43 AM:name=WatchMaker)--><div class='quotetop'>QUOTE (WatchMaker @ Dec 10 2009, 07:43 AM) <a href="index.php?act=findpost&pid=1743230"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not directing this at anyone in particular, but with Natural Selection, you really want to avoid the "box with props in it" sort of room. Breaking the mold of that typical boxed room, or rectangular hallway can drastically make your scenes more interesting.<!--QuoteEnd--></div><!--QuoteEEnd-->
"Box with props in it" is sort of what a room is though, isn't it? Maybe you mean, "avoid featureless rectangular rooms"? If so, yes, that's tempting as a general advise - more detail, more interest, more suspension of disbelief - but it also depends on what exactly you're going for (say, a new room in a typical concrete building will be pretty much a grey box).
"Box with props in it" is sort of what a room is though, isn't it? Maybe you mean, "avoid featureless rectangular rooms"? If so, yes, that's tempting as a general advise - more detail, more interest, more suspension of disbelief - but it also depends on what exactly you're going for (say, a new room in a typical concrete building will be pretty much a grey box).<!--QuoteEnd--></div><!--QuoteEEnd-->
Dont forget that we have some pretty sweet textures as well. Do not underestimate BSP. :)
<img src="http://www.polybemani.net/uploader/userfiles/3/NS2Test8.jpg" border="0" class="linked-image" />