Monopolowa is correct. Charlie has a bunch of little rules for how vents should be used that I'm writing into the mapping guidelines right now, along with a lot of other useful info.
Oh goodie! An update on the guidelines :D Most intriguing! Please do let us know if we're allowed to use dual Resnodes in one room, or two tech points.
Not a fan of the geometry on the right side of the room - and I basically copied the rear wall from a section I saw in the level processing video. Mainly getting a feel for textures and lighting, honestly. The editor is much easier to use than it was on initial release, that's for sure.
Great stuff from a lot of people so far (especially Mendasp and Pipi) <3
Been making a few maps, but this is the first image im posting; <img src="http://dl.dropbox.com/u/1687901/NS2Test42.PNG" border="0" class="linked-image" /> Added an Onos and Marine for scale.
Mildly, that rock prop on the right hand side looks a bit flat. Why not add some pipes in there for some detail? I'd also get rid of the little walkway you have to the right of the marine, and add the prop with the railing.
Select the prop, hit spacebar, and on the edit menu, click the "model" input, and replace it with the following.
@Diabolik, it looks a bit dark in there. Add some lights :] Remember to change the properties of the light entities' "cast shadows" from False to True so it doesn't bog your system, and it looks cleaner as well!
@Mildly, I <i>really</i> like your prop usage on the walls. The ceiling and the rock floor Ray mentioned are the only parts that seem a little too flat/bland to me, in comparison.
@Ray, you're right, it could use another light or two in the back and up top. It might go a long way to help playability. As for cast shadows, I only have 3 or so set to true out of 10 total - not lagging yet! I think if I cleaned up the geometry and changed a few textures it'd look a lot cleaner while keeping a bit of that skulk-friendly gloom. Thanks for your input. :D
To be honest I prefer the "before"- over the "after"-shot. The only difference is the creates and different props for lamps, right? I think you overdid the number of creates a bit, especially since it's a corridor leading out of MS, seeing as such parts of the map should favor marines. I like the corridor itself though, a bit too dark maybe?
Braw, thanks for the input. I think I may have added a bit too many crates my self :D I intentionally left it a bit dark. I always felt NS should have been more sci-fi-ish, rather than an entire map bright as hell... I mean of course, there will be parts of the map where it will be well lit, but then again you have to balance everything out :]
i like it, crates give some cover before being nailed by turrets and a good place for a gorge to lay low. Nice to see mappers take into consideration the scale to the larger caractors in the game.
I do hope the engine release will allow structures to be placed so everyone can adjust node placement, one of the main issues i personally seen in NS1 was that the RT never had enough room on a mojority of maps for the onos to get behind therefore always left the 6 o'clock open for attack when munching a tower.
Very talented Level Builders here and can't wait to fire up my first server and get them on it!
Question: Who made the 45 degree version of the catwalk, and does anyone have it that they can send my way? We actually haven't had a chance to make one ourselves, and if it looks ok, we can go ahead and add it to the official art set.
Thanks slayer. Here's a very very quick small update. Just fixed some prop errors and some lighting issues. Also threw in some player models to show the scale of the whole thing.
I like the hallway UncleRay. Lighting is much better here IMO than many of the pics you've posted so far (mostly on account of how dark they are). Looks like it could make a good secondary route, perhaps on the Marine side of the map.
I recently pre-ordered NS2 to get my hands on the Spark Editor and have a go at using the tools. Ive previously used Hammer and have made a few maps with it and after hearing how easy Spark was i thought i may as well give it a shot, and support the NS Devs with the pre-order!
I spent a couple of hours playing about with the tools and while i was doing it i made a cave. I thought i would post the a pic in case i take it further and have a go at making a full map.
Is there a published 'todo' list for the editor? as i was wondering if we could be expecting tools like displacements, texture blending and other cool stuff.
Comments
Just getting used to the editor ahead of the alpha - I'm excited!
<a href="http://img40.imageshack.us/i/avptestroom04.jpg/" target="_blank"><img src="http://img40.imageshack.us/img40/5391/avptestroom04.th.jpg" border="0" class="linked-image" /></a>
Not a fan of the geometry on the right side of the room - and I basically copied the rear wall from a section I saw in the level processing video. Mainly getting a feel for textures and lighting, honestly. The editor is much easier to use than it was on initial release, that's for sure.
Great stuff from a lot of people so far (especially Mendasp and Pipi) <3
<img src="http://dl.dropbox.com/u/1687901/NS2Test42.PNG" border="0" class="linked-image" />
Added an Onos and Marine for scale.
Select the prop, hit spacebar, and on the edit menu, click the "model" input, and replace it with the following.
models/props/refinery/refinery_catwalks_straight_onerail.model
Other then that, excellent work!
@Diabolik, it looks a bit dark in there. Add some lights :] Remember to change the properties of the light entities' "cast shadows" from False to True so it doesn't bog your system, and it looks cleaner as well!
@Ray, you're right, it could use another light or two in the back and up top. It might go a long way to help playability. As for cast shadows, I only have 3 or so set to true out of 10 total - not lagging yet! I think if I cleaned up the geometry and changed a few textures it'd look a lot cleaner while keeping a bit of that skulk-friendly gloom. Thanks for your input. :D
<img src="http://img130.imageshack.us/img130/3734/wipmarinespawnjh2.jpg" border="0" class="linked-image" />
Before:
<img src="http://img69.imageshack.us/img69/7538/wipmstheta1.png" border="0" class="linked-image" />
After:
<img src="http://img133.imageshack.us/img133/2298/wipmstheta2rp.png" border="0" class="linked-image" />
Nice to see mappers take into consideration the scale to the larger caractors in the game.
I do hope the engine release will allow structures to be placed so everyone can adjust node placement, one of the main issues i personally seen in NS1 was that the RT never had enough room on a mojority of maps for the onos to get behind therefore always left the 6 o'clock open for attack when munching a tower.
Very talented Level Builders here and can't wait to fire up my first server and get them on it!
<img src="http://dl.dropbox.com/u/1687901/NS2Test42N.JPG" border="0" class="linked-image" />
I'm trying to start building rooms, but the scale is a problem - and getting the 100x100 doors to fit.
Edit: I too have huge problem with scaling the rooms. I believe engine test could help us in this one.
<img src="http://img528.imageshack.us/img528/3086/wipmsiota1.jpg" border="0" class="linked-image" />
Question: Who made the 45 degree version of the catwalk, and does anyone have it that they can send my way? We actually haven't had a chance to make one ourselves, and if it looks ok, we can go ahead and add it to the official art set.
Thanks.
--Cory
<img src="http://img69.imageshack.us/img69/7323/wipmsha1.jpg" border="0" class="linked-image" />
EDIT: oops! Wrong picture ^_^
<img src="http://img121.imageshack.us/img121/2346/wipmsha2.jpg" border="0" class="linked-image" />
I spent a couple of hours playing about with the tools and while i was doing it i made a cave. I thought i would post the a pic in case i take it further and have a go at making a full map.
Is there a published 'todo' list for the editor? as i was wondering if we could be expecting tools like displacements, texture blending and other cool stuff.
<img src="http://i39.tinypic.com/2mo9nqu.png" border="0" class="linked-image" />
I only did 1 run on the lights and some are missing so cut me some slack :D
Man, i really do like that. away from the normal corridors for once :D
<img src="http://img340.imageshack.us/img340/7668/wipmshb1.jpg" border="0" class="linked-image" />
<img src="http://img121.imageshack.us/img121/9600/wipmshb2.jpg" border="0" class="linked-image" />
Just an opinion.
And yeah. The fan works better.