Bask in its glory: the new and improved Marine Base and Marine Spawn! While they are physically two separate rooms, they're close enough that it shouldn't matter. I wanted to create a lobby area that made sense for the setting. This map is called NS2_Furnace. In total, I have 5 new pictures on my blog! Check them out:
There are a few spots I need to fix where you can still see the gray skybox, and I need to cover up the bottom of the Tech Node, but overall I think this area rocks.
[EDIT]: I've fixed up this area a bit. There' only one gray spot left, but that will fix itself when I move on to the next room. I also centered the ramp, and added some flaps on the side to prevent players from falling between the wall and the ramp and getting stuck. I tested this in the engine. I'll throw an updated picture of this area in with my next batch, whenever that is.
It looks really good I'll give you props for that, but I'm not sure what you are doing with the ramp going under the tech point there is possible from a commander point of view. The mapping guidelines mention something about no over/under sections in your map.
I realized that it was a no-no in the guidelines, but it's a very small area, and will be the only two-floored area on the map where line of sight will be blocked for the commander. It also has low priority for building placement. Even if I designed the room so that the underpass was not covered, I think it would be very difficult to defend structures built down there.
I read the guidelines where they talked about the level-over-level, and I got the understanding that rooms being placed over rooms should be avoided, but catwalks and such were fine. The only part of this room that blocks vision is the tech point itself.
I would say however that the orange is starting to grate on me.
Makes everything look like it's made of bronze, oversaturated lights are OK in small doses but otherwise just faint tints are better, because you get the full range of colours available in the textures.
Also be aware that too much colour saturation in the lighting will mess up some colours, and aliens may become indistinguishable from the background because some of their colours will disappear under extreme red or orange or green lighting.
<!--quoteo(post=1766582:date=Apr 13 2010, 11:44 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Apr 13 2010, 11:44 AM) <a href="index.php?act=findpost&pid=1766582"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The line of sight can never be blocked for the commander. It's a gameplay requirement he can access all marine areas.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is untrue Thal, the guidelines clearly state overpasses are okay in moderation which will limit commander view (unless NS2 is isometric, which we don't know yet)
<!--quoteo(post=1766581:date=Apr 13 2010, 12:43 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Apr 13 2010, 12:43 PM) <a href="index.php?act=findpost&pid=1766581"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would say however that the orange is starting to grate on me.
Makes everything look like it's made of bronze, oversaturated lights are OK in small doses but otherwise just faint tints are better, because you get the full range of colours available in the textures.
Also be aware that too much colour saturation in the lighting will mess up some colours, and aliens may become indistinguishable from the background because some of their colours will disappear under extreme red or orange or green lighting.<!--QuoteEnd--></div><!--QuoteEEnd-->
I realize that, now looking at it. I definitely plan on throwing in some more light-yellow lighting in place of the oranges. I'm trying to use the lighting to give the impression that this map is very, very, hot. I'll experiment with some reds, too. Lighting is also my primary tool in giving the rocks color.
I don't think it's so much the orange, though, as it is a combination of orange and darkness that are causing problems.
<!--quoteo(post=1765596:date=Apr 10 2010, 07:06 PM:name=Cyanide)--><div class='quotetop'>QUOTE (Cyanide @ Apr 10 2010, 07:06 PM) <a href="index.php?act=findpost&pid=1765596"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Updated the <a href="http://mapprogression.tumblr.com" target="_blank">blog</a> with 5 new pics including this one. MAJOR EDITS. Check it out!
<!--quoteo(post=1766694:date=Apr 13 2010, 04:15 PM:name=DarkATi)--><div class='quotetop'>QUOTE (DarkATi @ Apr 13 2010, 04:15 PM) <a href="index.php?act=findpost&pid=1766694"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is hands down my favorite screenshot so far.
Cheers, Cody<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you Cody! I really appreciate it. I'm really looking forward to the evolution and completetion of my level hopefully in time for release this fall. :)
<!--quoteo(post=1766587:date=Apr 13 2010, 05:54 PM:name=GingerGiant)--><div class='quotetop'>QUOTE (GingerGiant @ Apr 13 2010, 05:54 PM) <a href="index.php?act=findpost&pid=1766587"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I realize that, now looking at it. I definitely plan on throwing in some more light-yellow lighting in place of the oranges. I'm trying to use the lighting to give the impression that this map is very, very, hot. I'll experiment with some reds, too. Lighting is also my primary tool in giving the rocks color.
I don't think it's so much the orange, though, as it is a combination of orange and darkness that are causing problems.<!--QuoteEnd--></div><!--QuoteEEnd-->
You might be better off waiting until colour correction is available before you do that because that's almost exactly what CC is best for, and it's easier because you just tweak the image until it looks right, don't have to do anything to the lighting.
Your lighting is a little washed out in places, thought of toning it down slightly to let some contrast creep in to? Although this isn't prominent in all areas, the 2 doors with circular rotating thing stood out the most to me.
<!--quoteo(post=1764533:date=Apr 9 2010, 07:55 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Apr 9 2010, 07:55 PM) <a href="index.php?act=findpost&pid=1764533"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I decided to re-visit an old are and actually incorporate it in my current level; a little bit of texture and lighting cleanup along with the first public Spark build clean up and it now looks as so,
Definitely reminds me of Doom 3, use of intense white lighting and neutral colors primarily. Even though the scene is somewhat bright, it's has a very creepy atmosphere to it.
<!--quoteo(post=1766789:date=Apr 14 2010, 01:35 AM:name=dux)--><div class='quotetop'>QUOTE (dux @ Apr 14 2010, 01:35 AM) <a href="index.php?act=findpost&pid=1766789"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Your lighting is a little washed out in places, thought of toning it down slightly to let some contrast creep in to? Although this isn't prominent in all areas, the 2 doors with circular rotating thing stood out the most to me.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks dux, i will tweak the lighting there a bit and see if i can't reduce the washed out look. I'm seeing what you mean.
After (wip): <img src="http://www.mendasp.net/stuff/wip/ns2_mendasp_room5-wip13-2.jpg" border="0" class="linked-image" />
There's a few errors on the right side, a missing light source for the pipe, but you get the idea. I also deleted the door on the back, no idea what I'm gonna put there yet.
Maybe the ceiling part is still too dark. Opinions?
After (wip): <img src="http://www.mendasp.net/stuff/wip/ns2_mendasp_room5-wip13-2.jpg" border="0" class="linked-image" />
There's a few errors on the right side, a missing light source for the pipe, but you get the idea. I also deleted the door on the back, no idea what I'm gonna put there yet.
Maybe the ceiling part is still too dark. Opinions?<!--QuoteEnd--></div><!--QuoteEEnd-->
If you start with an idea of what the room is going to be, you will never be stuck for ideas on what to put in it. On the other hand, if you just make a room and put stuff in it, you don't have a template in your mind to follow and expand on.
<!--quoteo(post=1766953:date=Apr 14 2010, 02:38 PM:name=Standard)--><div class='quotetop'>QUOTE (Standard @ Apr 14 2010, 02:38 PM) <a href="index.php?act=findpost&pid=1766953"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you start with an idea of what the room is going to be, you will never be stuck for ideas on what to put in it. On the other hand, if you just make a room and put stuff in it, you don't have a template in your mind to follow and expand on.<!--QuoteEnd--></div><!--QuoteEEnd--> I have to disagree with this. Some people need to work like that. Other people do 'art' by starting something and then refining it to the way they think it would look better (or 'feel' better) and that finished product may be leaps and bounds ahead (read better) of the initial idea they started with and be even completely different.
I disagree as well. I rarely have any idea how a room is gonna turn out when I start one. I just start with building a wall or something similar, when I get the look I want it kinda just spawn new ideas for how the rest of the room could look, maybe not the whole room either, just another small part, and so it continues.
Cyanide, I love it. It's like what Doom 3 SHOULD have been. Lighting is great, gives a warm atmosphere, yet the red lights still hint danger and grittiness.
It's awesome to see such work out there! It'd be cool to see more rookie mappers start, though. It's easy to get discouraged when you see those Mendasp and Cyanide's work :) It's just so darn good.
Mendasp, maybe you could raise or lower the middle two 'tiles' in the floor to create a walkway. If you give it a wee bit of emphasis, it will only cost a few polys and it will look cool. Just a thought on how to busy up the floor (if desired). Also, maybe put chairs (do they have those as props, yet?) in for the computer consoles. Though, full size props like that might just get in the way.
Good work, Ginger. In your 4. screen on your blog (the one with the RT) you might want to make that passage leading up a little bit wider. Such a small passage would probably allow one player to block the whole way for other players (or dropping a in-game structure there would make the same result I suppose).
Ginger, looks good! The floor doesn't look bad by any means, however it may be nice to break it up. Treating the floor in the storage area (where all the crates are) might be good. E.g. use something dirty for texture and throw some pop cans on the floor, maybe someone took an improptu break :)
Also, the area below the stairs looks kinda bland, maybe someone took the opportunity to shove something under there (crates or barrels, but thats a bit corny). You might get away with throwing a small access panel on the floor or something. Maybe toss a small pipe in there and a console to make it look like its somehow managed from underneath the stairs.
Ultimately, if you can seperate the storage floor from the floor where people walk (texture-wise) and dirty it up, I think it would look fantastic.
EDIT: looked at your blog...
screen 3, the crates sitting on the shelf above the stairs look unreasonable (how did they get up there, why are they stored in such a hard to reach spot), also the shelf support doesnt look realisticly matched. the support beam is a different time of beam than the shelf supports that run along the bottom (support beam is X and shelf is I, while X beam is far thicker and square outter dimensions, I is rectangular and much smaller)
screen 1, might wanna put some vertical breaks in the wall on the left. maybe add some big industrial pipes or some vents, the usual junk.
screen 4, the RT should probably have a solid brush underneath it. it will float slightly above the catwalk prop, and if you move it down, it will still look odd sitting on top of a grate. also, make sure to send some sort of feed up to the RT if its going to be elevated.
Comments
<a href="http://ggspark.blogspot.com" target="_blank">GGSpark</a>
<a href="http://img9.imageshack.us/i/ns2furnacemorems3.png/" target="_blank"><img src="http://img9.imageshack.us/img9/1585/ns2furnacemorems3.png" border="0" class="linked-image" /></a>
<a href="http://img340.imageshack.us/i/ns2furnacemorems2.png/" target="_blank"><img src="http://img340.imageshack.us/img340/2750/ns2furnacemorems2.png" border="0" class="linked-image" /></a>
There are a few spots I need to fix where you can still see the gray skybox, and I need to cover up the bottom of the Tech Node, but overall I think this area rocks.
[EDIT]: I've fixed up this area a bit. There' only one gray spot left, but that will fix itself when I move on to the next room. I also centered the ramp, and added some flaps on the side to prevent players from falling between the wall and the ramp and getting stuck. I tested this in the engine. I'll throw an updated picture of this area in with my next batch, whenever that is.
Not a bad thing though, cs_nuke is a cool looking map.
I read the guidelines where they talked about the level-over-level, and I got the understanding that rooms being placed over rooms should be avoided, but catwalks and such were fine. The only part of this room that blocks vision is the tech point itself.
IeptBarakat, I think you're right. Looks good, but it could just use some love.
Makes everything look like it's made of bronze, oversaturated lights are OK in small doses but otherwise just faint tints are better, because you get the full range of colours available in the textures.
Also be aware that too much colour saturation in the lighting will mess up some colours, and aliens may become indistinguishable from the background because some of their colours will disappear under extreme red or orange or green lighting.
This is untrue Thal, the guidelines clearly state overpasses are okay in moderation which will limit commander view (unless NS2 is isometric, which we don't know yet)
Makes everything look like it's made of bronze, oversaturated lights are OK in small doses but otherwise just faint tints are better, because you get the full range of colours available in the textures.
Also be aware that too much colour saturation in the lighting will mess up some colours, and aliens may become indistinguishable from the background because some of their colours will disappear under extreme red or orange or green lighting.<!--QuoteEnd--></div><!--QuoteEEnd-->
I realize that, now looking at it. I definitely plan on throwing in some more light-yellow lighting in place of the oranges. I'm trying to use the lighting to give the impression that this map is very, very, hot. I'll experiment with some reds, too. Lighting is also my primary tool in giving the rocks color.
I don't think it's so much the orange, though, as it is a combination of orange and darkness that are causing problems.
<img src="http://i.imgur.com/qG9Vh.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
This is hands down my favorite screenshot so far.
Cheers,
Cody
Cheers,
Cody<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you Cody! I really appreciate it. I'm really looking forward to the evolution and completetion of my level hopefully in time for release this fall. :)
I don't think it's so much the orange, though, as it is a combination of orange and darkness that are causing problems.<!--QuoteEnd--></div><!--QuoteEEnd-->
You might be better off waiting until colour correction is available before you do that because that's almost exactly what CC is best for, and it's easier because you just tweak the image until it looks right, don't have to do anything to the lighting.
Also you can turn it off if it annoys you.
<img src="http://i.imgur.com/iYJ1u.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/eBFaR.jpg" border="0" class="linked-image" />
<a href="http://j.imagehost.org/0166/pegleg.jpg" target="_blank"><img src="http://i.imagehost.org/0909/pegleg_s.jpg" border="0" class="linked-image" /></a>
<img src="http://img441.imageshack.us/img441/5159/spark31.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Definitely reminds me of Doom 3, use of intense white lighting and neutral colors primarily. Even though the scene is somewhat bright, it's has a very creepy atmosphere to it.
Thanks dux, i will tweak the lighting there a bit and see if i can't reduce the washed out look. I'm seeing what you mean.
<a href="http://j.imagehost.org/0166/pegleg.jpg" target="_blank"><img src="http://i.imagehost.org/0909/pegleg_s.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
wow, i like yours a lot shakewell!
especially the light that coming out of the vent on the right side, i love it!
Before:
<img src="http://www.mendasp.net/stuff/wip/ns2_mendasp_room5-wip11-3.jpg" border="0" class="linked-image" />
After (wip):
<img src="http://www.mendasp.net/stuff/wip/ns2_mendasp_room5-wip13-2.jpg" border="0" class="linked-image" />
There's a few errors on the right side, a missing light source for the pipe, but you get the idea. I also deleted the door on the back, no idea what I'm gonna put there yet.
Maybe the ceiling part is still too dark. Opinions?
<a href="http://j.imagehost.org/0166/pegleg.jpg" target="_blank"><img src="http://i.imagehost.org/0909/pegleg_s.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
I just want you to know that i love every screenshot you've posted in this thread. And that i hope you are making a full map.
Before:
<img src="http://www.mendasp.net/stuff/wip/ns2_mendasp_room5-wip11-3.jpg" border="0" class="linked-image" />
After (wip):
<img src="http://www.mendasp.net/stuff/wip/ns2_mendasp_room5-wip13-2.jpg" border="0" class="linked-image" />
There's a few errors on the right side, a missing light source for the pipe, but you get the idea. I also deleted the door on the back, no idea what I'm gonna put there yet.
Maybe the ceiling part is still too dark. Opinions?<!--QuoteEnd--></div><!--QuoteEEnd-->
If you start with an idea of what the room is going to be, you will never be stuck for ideas on what to put in it. On the other hand, if you just make a room and put stuff in it, you don't have a template in your mind to follow and expand on.
I have to disagree with this. Some people need to work like that. Other people do 'art' by starting something and then refining it to the way they think it would look better (or 'feel' better) and that finished product may be leaps and bounds ahead (read better) of the initial idea they started with and be even completely different.
Cyanide, I love it. It's like what Doom 3 SHOULD have been. Lighting is great, gives a warm atmosphere, yet the red lights still hint danger and grittiness.
It's awesome to see such work out there! It'd be cool to see more rookie mappers start, though. It's easy to get discouraged when you see those Mendasp and Cyanide's work :) It's just so darn good.
Mendasp, maybe you could raise or lower the middle two 'tiles' in the floor to create a walkway. If you give it a wee bit of emphasis, it will only cost a few polys and it will look cool. Just a thought on how to busy up the floor (if desired). Also, maybe put chairs (do they have those as props, yet?) in for the computer consoles. Though, full size props like that might just get in the way.
Check out the rest on my blog: <a href="http://ggspark.blogspot.com" target="_blank">GGSpark</a>
[EDIT]: I'm thinking about changing the floor pattern. Suggestions?
<a href="http://img130.imageshack.us/i/ns2fscaffold3.png/" target="_blank"><img src="http://img130.imageshack.us/img130/2471/ns2fscaffold3.png" border="0" class="linked-image" /></a>
Also, the area below the stairs looks kinda bland, maybe someone took the opportunity to shove something under there (crates or barrels, but thats a bit corny). You might get away with throwing a small access panel on the floor or something. Maybe toss a small pipe in there and a console to make it look like its somehow managed from underneath the stairs.
Ultimately, if you can seperate the storage floor from the floor where people walk (texture-wise) and dirty it up, I think it would look fantastic.
EDIT: looked at your blog...
screen 3, the crates sitting on the shelf above the stairs look unreasonable (how did they get up there, why are they stored in such a hard to reach spot), also the shelf support doesnt look realisticly matched. the support beam is a different time of beam than the shelf supports that run along the bottom (support beam is X and shelf is I, while X beam is far thicker and square outter dimensions, I is rectangular and much smaller)
screen 1, might wanna put some vertical breaks in the wall on the left. maybe add some big industrial pipes or some vents, the usual junk.
screen 4, the RT should probably have a solid brush underneath it. it will float slightly above the catwalk prop, and if you move it down, it will still look odd sitting on top of a grate. also, make sure to send some sort of feed up to the RT if its going to be elevated.
Also, good job man! Looks good :)