<!--quoteo(post=1758577:date=Mar 10 2010, 04:07 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Mar 10 2010, 04:07 PM) <a href="index.php?act=findpost&pid=1758577"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How do you guys create those rocks? Are the props?<!--QuoteEnd--></div><!--QuoteEEnd-->
yes. props. :)
<!--quoteo(post=1758711:date=Mar 11 2010, 01:57 AM:name=sloppy_joe)--><div class='quotetop'>QUOTE (sloppy_joe @ Mar 11 2010, 01:57 AM) <a href="index.php?act=findpost&pid=1758711"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Your missing the most important point. The power grid. Here's an article: <a href="http://www.unknownworlds.com/ns/news/2009/4/marine_power_grid_design" target="_blank">news</a> I tried a quick search for a post that had 8 or so suggested power grids. Can't find it. I'm mapping mods, tech rooms, halls, res areas and waiting for the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's in the mapping guidlines, included in the editor.
Ya Bullet, the room is pretty big. As for the curved corridor, I used to make a circle and cut one fourth of it then extrude it to get the same result but much more accurately.
<!--quoteo(post=1758772:date=Mar 11 2010, 08:49 AM:name=Skyforger2)--><div class='quotetop'>QUOTE (Skyforger2 @ Mar 11 2010, 08:49 AM) <a href="index.php?act=findpost&pid=1758772"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Doesn't look bad but weird for sure.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I figured I would try it manually without using the circle.
<!--quoteo(post=1758786:date=Mar 11 2010, 10:44 AM:name=INKEDOUT)--><div class='quotetop'>QUOTE (INKEDOUT @ Mar 11 2010, 10:44 AM) <a href="index.php?act=findpost&pid=1758786"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That room is huge... and probably not in a good way!
Look at some wall prop sizes before you start making huge rooms you can't fill!<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I thought about that, but I just started building and building. It's just what I had in my mind and I wanted to create it. I'll make it smaller though once I get the props in. Also, I've always had trouble with mapping if I add the props in while I'm designing it. I'm trying it this way.
<!--quoteo(post=1758804:date=Mar 11 2010, 12:09 PM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Mar 11 2010, 12:09 PM) <a href="index.php?act=findpost&pid=1758804"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ya Bullet, the room is pretty big. As for the curved corridor, I used to make a circle and cut one fourth of it then extrude it to get the same result but much more accurately.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks, I'll try that.
<!--quoteo(post=1758805:date=Mar 11 2010, 12:12 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Mar 11 2010, 12:12 PM) <a href="index.php?act=findpost&pid=1758805"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Less "Post my greybox"?<!--QuoteEnd--></div><!--QuoteEEnd-->
Well I don't see any other thread about 'how's my map look?' and plus I don't see too many updates anymore. The other reason is so that I can get feedback on it, like what's quoted above.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
The ancient texts and guides tell us, the post you screenshots threads were used for wow factor, not development. Please abide by our most sacred laws Bulletcatcher and instead make a thread of for your most evil and devious plans... Ahem for development :P
<!--quoteo(post=1758820:date=Mar 11 2010, 06:13 PM:name=Bulletcatcher)--><div class='quotetop'>QUOTE (Bulletcatcher @ Mar 11 2010, 06:13 PM) <a href="index.php?act=findpost&pid=1758820"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well I don't see any other thread about 'how's my map look?' and plus I don't see too many updates anymore. The other reason is so that I can get feedback on it, like what's quoted above.<!--QuoteEnd--></div><!--QuoteEEnd-->
Make your own thread titled 'help me with my map development'. Simple.
I'm pretty sure the reason there are no updates are:
They're finalizing a map to show high quality screenshots instead of bits of pieces anyone could make. They're waiting for the Alpha/ Full package updated tool set to make better custom maps. As what I'm doing now since I see no reason to make maps with the tools we have now.
<!--quoteo(post=1758820:date=Mar 11 2010, 06:13 PM:name=Bulletcatcher)--><div class='quotetop'>QUOTE (Bulletcatcher @ Mar 11 2010, 06:13 PM) <a href="index.php?act=findpost&pid=1758820"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah I thought about that, but I just started building and building. It's just what I had in my mind and I wanted to create it. I'll make it smaller though once I get the props in. Also, I've always had trouble with mapping if I add the props in while I'm designing it. I'm trying it this way.<!--QuoteEnd--></div><!--QuoteEEnd-->
Best way to start is on paper... draw it all out as a plan, maybe sketch out some rooms, what you would like them to look like. And look at the concept art work and the trailers. And think about how the game will be played. There is no point in having a room that size if you can never play it because the map ends up being far, far too big.
Then map out the same plan in the editor, just using blocks, don’t be too fussy or too detailed. I started by just placing the RTs and Tech Points at the distance I thought they should be away from each other, so they would be pretty much equal lengths away from each other. The Mapping Guidelines has all the info you need for this.
If you are still having issues with size and scale, look at the props and compare them to the onos/marine models. I would use "models/props/refinery/refinery_wallmods_04_wall4.model" (or any of these wall tiles) as a good starting point for scale, as 2 or 3 of these, plus a little detailing will give you a very nice hallway and a good idea of how big a room should be.
<!--quoteo(post=1758995:date=Mar 12 2010, 10:50 AM:name=INKEDOUT)--><div class='quotetop'>QUOTE (INKEDOUT @ Mar 12 2010, 10:50 AM) <a href="index.php?act=findpost&pid=1758995"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Best way to start is on paper... draw it all out as a plan, maybe sketch out some rooms, what you would like them to look like. And look at the concept art work and the trailers. And think about how the game will be played. There is no point in having a room that size if you can never play it because the map ends up being far, far too big.<!--QuoteEnd--></div><!--QuoteEEnd-->
Another saying from the old texts :D I still do it, and it's always fun planning everything out. It shows what you're capable of on many different levels.
<!--quoteo(post=1758961:date=Mar 12 2010, 10:56 AM:name=ixin)--><div class='quotetop'>QUOTE (ixin @ Mar 12 2010, 10:56 AM) <a href="index.php?act=findpost&pid=1758961"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm pretty sure the reason there are no updates are:
They're finalizing a map to show high quality screenshots instead of bits of pieces anyone could make. They're waiting for the Alpha/ Full package updated tool set to make better custom maps. As what I'm doing now since I see no reason to make maps with the tools we have now.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm pretty sure you are wrong. I don't know where you'd get the awful idea to make those comments public, particularly in this thread.
Less negatives more positives, but I'm pretty sure you're wrong.
<!--quoteo(post=1758995:date=Mar 12 2010, 03:50 PM:name=INKEDOUT)--><div class='quotetop'>QUOTE (INKEDOUT @ Mar 12 2010, 03:50 PM) <a href="index.php?act=findpost&pid=1758995"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Best way to start is on paper... draw it all out as a plan, maybe sketch out some rooms, what you would like them to look like. And look at the concept art work and the trailers. And think about how the game will be played. There is no point in having a room that size if you can never play it because the map ends up being far, far too big.
Then map out the same plan in the editor, just using blocks, don’t be too fussy or too detailed. I started by just placing the RTs and Tech Points at the distance I thought they should be away from each other, so they would be pretty much equal lengths away from each other. The Mapping Guidelines has all the info you need for this.
If you are still having issues with size and scale, look at the props and compare them to the onos/marine models. I would use "models/props/refinery/refinery_wallmods_04_wall4.model" (or any of these wall tiles) as a good starting point for scale, as 2 or 3 of these, plus a little detailing will give you a very nice hallway and a good idea of how big a room should be.
I always just do it in the editor, if you keep in mind size as you make it you shouldn't make anything too unsuitable. Just remember the rules, no really big open spaces, no overcomplicated scenes which lag, no really dark bits, and learn to think within them rather than thinking whatever you like and then trying to squash it into the ruleset.
<!--quoteo(post=1759013:date=Mar 12 2010, 06:19 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Mar 12 2010, 06:19 PM) <a href="index.php?act=findpost&pid=1759013"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm pretty sure you are wrong. I don't know where you'd get the awful idea to make those comments public, particularly in this thread.
Less negatives more positives, but I'm pretty sure you're wrong.<!--QuoteEnd--></div><!--QuoteEEnd-->
That wasn't negative at all...
Just stating something that might be the cause of the lack of updates.
;S
And this comment was focused on the guy who posted above.
<!--quoteo(post=1759190:date=Mar 13 2010, 02:55 PM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Mar 13 2010, 02:55 PM) <a href="index.php?act=findpost&pid=1759190"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By the way, Barlow, your stuff is very neat.. I'm sure your map is going to be better than mine.. damn you ! >:D<!--QuoteEnd--></div><!--QuoteEEnd--> Well I was thinking same about yours lol
Looks v nice Mendasp! Don't really like the fan's shadow, but it'll probably look cool when it's actually spinning in game!
@CIonDIEu - I like, especially the way the computer console is highlighted reminds me of some classic sci-fi stuff. Overall the room's a bit grey and a little dark though.
<!--quoteo(post=1759202:date=Mar 13 2010, 11:14 AM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Mar 13 2010, 11:14 AM) <a href="index.php?act=findpost&pid=1759202"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is what I'm working on for the next video...<!--QuoteEnd--></div><!--QuoteEEnd--> That looks fantastic Mendasp. Can't wait for your next vid.
Comments
yes. props. :)
<!--quoteo(post=1758711:date=Mar 11 2010, 01:57 AM:name=sloppy_joe)--><div class='quotetop'>QUOTE (sloppy_joe @ Mar 11 2010, 01:57 AM) <a href="index.php?act=findpost&pid=1758711"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Your missing the most important point. The power grid. Here's an article:
<a href="http://www.unknownworlds.com/ns/news/2009/4/marine_power_grid_design" target="_blank">news</a>
I tried a quick search for a post that had 8 or so suggested power grids. Can't find it.
I'm mapping mods, tech rooms, halls, res areas and waiting for the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's in the mapping guidlines, included in the editor.
<img src="http://img42.imageshack.us/img42/1568/comm4.jpg" border="0" class="linked-image" />
Doesn't look too bad, but I'll put more work into it. The left side needs to go out some more I think...<!--QuoteEnd--></div><!--QuoteEEnd-->
Doesn't look bad but weird for sure.
That room is huge... and probably not in a good way!
Look at some wall prop sizes before you start making huge rooms you can't fill!
Yeah I figured I would try it manually without using the circle.
<!--quoteo(post=1758786:date=Mar 11 2010, 10:44 AM:name=INKEDOUT)--><div class='quotetop'>QUOTE (INKEDOUT @ Mar 11 2010, 10:44 AM) <a href="index.php?act=findpost&pid=1758786"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That room is huge... and probably not in a good way!
Look at some wall prop sizes before you start making huge rooms you can't fill!<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I thought about that, but I just started building and building. It's just what I had in my mind and I wanted to create it. I'll make it smaller though once I get the props in.
Also, I've always had trouble with mapping if I add the props in while I'm designing it. I'm trying it this way.
<!--quoteo(post=1758804:date=Mar 11 2010, 12:09 PM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Mar 11 2010, 12:09 PM) <a href="index.php?act=findpost&pid=1758804"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ya Bullet, the room is pretty big. As for the curved corridor, I used to make a circle and cut one fourth of it then extrude it to get the same result but much more accurately.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks, I'll try that.
<!--quoteo(post=1758805:date=Mar 11 2010, 12:12 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Mar 11 2010, 12:12 PM) <a href="index.php?act=findpost&pid=1758805"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Less "Post my greybox"?<!--QuoteEnd--></div><!--QuoteEEnd-->
Well I don't see any other thread about 'how's my map look?' and plus I don't see too many updates anymore. The other reason is so that I can get feedback on it, like what's quoted above.
Make your own thread titled 'help me with my map development'. Simple.
They're finalizing a map to show high quality screenshots instead of bits of pieces anyone could make.
They're waiting for the Alpha/ Full package updated tool set to make better custom maps.
As what I'm doing now since I see no reason to make maps with the tools we have now.
Also, I've always had trouble with mapping if I add the props in while I'm designing it. I'm trying it this way.<!--QuoteEnd--></div><!--QuoteEEnd-->
Best way to start is on paper... draw it all out as a plan, maybe sketch out some rooms, what you would like them to look like. And look at the concept art work and the trailers. And think about how the game will be played. There is no point in having a room that size if you can never play it because the map ends up being far, far too big.
Then map out the same plan in the editor, just using blocks, don’t be too fussy or too detailed. I started by just placing the RTs and Tech Points at the distance I thought they should be away from each other, so they would be pretty much equal lengths away from each other. The Mapping Guidelines has all the info you need for this.
If you are still having issues with size and scale, look at the props and compare them to the onos/marine models. I would use "models/props/refinery/refinery_wallmods_04_wall4.model" (or any of these wall tiles) as a good starting point for scale, as 2 or 3 of these, plus a little detailing will give you a very nice hallway and a good idea of how big a room should be.
keep mapping :)
Another saying from the old texts :D I still do it, and it's always fun planning everything out. It shows what you're capable of on many different levels.
They're finalizing a map to show high quality screenshots instead of bits of pieces anyone could make.
They're waiting for the Alpha/ Full package updated tool set to make better custom maps.
As what I'm doing now since I see no reason to make maps with the tools we have now.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm pretty sure you are wrong. I don't know where you'd get the awful idea to make those comments public, particularly in this thread.
Less negatives more positives, but I'm pretty sure you're wrong.
Then map out the same plan in the editor, just using blocks, don’t be too fussy or too detailed. I started by just placing the RTs and Tech Points at the distance I thought they should be away from each other, so they would be pretty much equal lengths away from each other. The Mapping Guidelines has all the info you need for this.
If you are still having issues with size and scale, look at the props and compare them to the onos/marine models. I would use "models/props/refinery/refinery_wallmods_04_wall4.model" (or any of these wall tiles) as a good starting point for scale, as 2 or 3 of these, plus a little detailing will give you a very nice hallway and a good idea of how big a room should be.
keep mapping :)<!--QuoteEnd--></div><!--QuoteEEnd-->
I always just do it in the editor, if you keep in mind size as you make it you shouldn't make anything too unsuitable. Just remember the rules, no really big open spaces, no overcomplicated scenes which lag, no really dark bits, and learn to think within them rather than thinking whatever you like and then trying to squash it into the ruleset.
Less negatives more positives, but I'm pretty sure you're wrong.<!--QuoteEnd--></div><!--QuoteEEnd-->
That wasn't negative at all...
Just stating something that might be the cause of the lack of updates.
;S
And this comment was focused on the guy who posted above.
lol
<img src="http://img218.imageshack.us/img218/4232/lol23.jpg" border="0" class="linked-image" />
PLEASE!
<img src="http://www.unitedworlds.co.uk/online-gaming/ns2_map11.jpg" border="0" class="linked-image" />
<i>Se parte est not in me mapo. </i> ;)
By the way, Barlow, your stuff is very neat.. I'm sure your map is going to be better than mine.. damn you ! >:D
Well I was thinking same about yours lol
<img src="http://www.mendasp.net/stuff/wip/ns2_mendasp_room5-wip7.jpg" border="0" class="linked-image" />
@CIonDIEu - I like, especially the way the computer console is highlighted reminds me of some classic sci-fi stuff. Overall the room's a bit grey and a little dark though.
That looks fantastic Mendasp. Can't wait for your next vid.
South atrium (old version)
<img src="http://img9.imageshack.us/img9/1661/room5o.jpg" border="0" class="linked-image" />
Cargo storage
<img src="http://img534.imageshack.us/img534/3994/room4.jpg" border="0" class="linked-image" />
Custom texture or photoshop? The sky that is.