pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
More curves!!!112 :D <img src="http://img690.imageshack.us/img690/1246/ns19.jpg" border="0" class="linked-image" /> Still a tad too dark for my taste, but I'll leave it for now.
Lovely as always psyko, very consistent screens you've shown of so far, can definitely tell it's the same map (I should get better at that I suppose :P)
<!--quoteo(post=1773458:date=Jun 5 2010, 04:47 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Jun 5 2010, 04:47 PM) <a href="index.php?act=findpost&pid=1773458"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Still a tad too dark for my taste, but I'll leave it for now.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree, would be nice to see your finished article :>
^ its difficult to make such large ceilings.. you got the right idea tho. TBH you could scale those two props twice the size they are now and have only one prop instead of two.. perhaps the yellow strip can be either side of the pillar down the middle. It'd make the ceiling area look smaller too.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Yeah, I agree with alibi.
Then you could add a fitting light prop with proper scale on each of those rectangular plates in the middle of the prop. They don't have to light much, their bright surface already spices things up. Or add one at each 2nd plate and increase light radius so you get a pattern on the floor.
Hey I like that Thaldarin, only things to care about is the floor being too bland. That and the angled truss on the left that seems to end on nothing solid, and the wall where they end have somewhat an improper texture setting. Otherwise it's cool and different, really has it own style. Grey and red.
I kinda like it, though show ingame shots since the lighting in the editor deviates from the end result :) i do think the suspended cables (the props on the left side) are a bit out of place. I do like the geometry though.
Time for me to post something since i've been quiet for a while too. I've been working on geometry, got 2 more rooms and corridors basically shaped, now i'm working on the armory and had to do a lighting test so might aswell show it off.
The rooms bigger then that, the textures are stuff that looked good to me while not spending too much time on it. The main thing i was trying to test was the lighting on the marines (which will be replaced by heavy suits behind glass). The big lights where just a temp fix to judge the intensity of the marine lights, but i ended up liking them none the less. They have a feint blue toutch aswell, though it's not that appearant because the marines are more blue. Rest of the room is dark because i haven't done lighting or textures yet there. also the 2nd screenshot elevation won't be there, the 1st screenshot is the ground floor which'll have tables on it (but i wanted to show the techpoint which'll be there).
I'll post again in my own thread when i'm happy with the look of the entire room ^^.
small update, still not happy with the ceiling architecture <img src="http://img820.imageshack.us/img820/2951/pewpew.jpg" border="0" class="linked-image" />
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Gotta love this wall prop set; it's amazing, I'm using it all the time aswell :D
Anyway, I like it, the style and the colors.
I don't agree with the shadow casting light from the ceiling though. It covers most of the room, isn't that noticable, thus it kinda "wastes" fps. I'd rather see it stronger, a little skewed and only focused on the middle, darker part at the node. It would also decrease the symmetric vibe of the room, if it didn't go straight down. Maybe also adding a thin, hanging cable or two for an even fancier shadow. But maybe that's already too dirty for you :p
Thaldarin, love the stuff! Only suggestion is that the "grate light" thing is a little too much... How about some light spots? I think they would work a little much better :]
Coming along nicely Razor. Just spice it up a little!
<!--quoteo(post=1775823:date=Jun 22 2010, 02:31 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Jun 22 2010, 02:31 PM) <a href="index.php?act=findpost&pid=1775823"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That kind of debris is quite similar to some of the visual touches I'm working on for one of the official maps.<!--QuoteEnd--></div><!--QuoteEEnd-->
There you have it folks, debris in NS2 maps from the horses mouth itself! Excellent stuff. Don't say you don't get given anything extra!
Comments
<img src="http://img690.imageshack.us/img690/1246/ns19.jpg" border="0" class="linked-image" />
Still a tad too dark for my taste, but I'll leave it for now.
I agree, would be nice to see your finished article :>
<img src="http://i46.tinypic.com/5pfxxy.png" border="0" class="linked-image" />
TBH you could scale those two props twice the size they are now and have only one prop instead of two.. perhaps the yellow strip can be either side of the pillar down the middle. It'd make the ceiling area look smaller too.
Then you could add a fitting light prop with proper scale on each of those rectangular plates in the middle of the prop. They don't have to light much, their bright surface already spices things up.
Or add one at each 2nd plate and increase light radius so you get a pattern on the floor.
<img src="http://imgur.com/u7FTc.jpg" border="0" class="linked-image" />
Time for me to post something since i've been quiet for a while too. I've been working on geometry, got 2 more rooms and corridors basically shaped, now i'm working on the armory and had to do a lighting test so might aswell show it off.
<img src="http://img813.imageshack.us/img813/8738/armorytest.jpg" border="0" class="linked-image" />
<img src="http://img808.imageshack.us/img808/2539/armorytest2.jpg" border="0" class="linked-image" />
The rooms bigger then that, the textures are stuff that looked good to me while not spending too much time on it. The main thing i was trying to test was the lighting on the marines (which will be replaced by heavy suits behind glass). The big lights where just a temp fix to judge the intensity of the marine lights, but i ended up liking them none the less. They have a feint blue toutch aswell, though it's not that appearant because the marines are more blue. Rest of the room is dark because i haven't done lighting or textures yet there. also the 2nd screenshot elevation won't be there, the 1st screenshot is the ground floor which'll have tables on it (but i wanted to show the techpoint which'll be there).
I'll post again in my own thread when i'm happy with the look of the entire room ^^.
<img src="http://img96.imageshack.us/img96/8341/miningfacility02.jpg" border="0" class="linked-image" />
<img src="http://img820.imageshack.us/img820/2951/pewpew.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/O3sQU.jpg" border="0" class="linked-image" />
Anyway, I like it, the style and the colors.
I don't agree with the shadow casting light from the ceiling though. It covers most of the room, isn't that noticable, thus it kinda "wastes" fps. I'd rather see it stronger, a little skewed and only focused on the middle, darker part at the node. It would also decrease the symmetric vibe of the room, if it didn't go straight down.
Maybe also adding a thin, hanging cable or two for an even fancier shadow.
But maybe that's already too dirty for you :p
<img src="http://i.imgur.com/ej20Q.jpg" border="0" class="linked-image" />
I'll probably stop posting here shortly and start a thread as I think I may continue this through, although originally it was just a style test.
<a href="http://img341.imageshack.us/i/cor05.jpg/" target="_blank"><img src="http://img341.imageshack.us/img341/7343/cor05.jpg" border="0" class="linked-image" /></a>
trying not to use the typical rocks-all-over-the place :)
<!--quoteo(post=1775823:date=Jun 22 2010, 02:31 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Jun 22 2010, 02:31 PM) <a href="index.php?act=findpost&pid=1775823"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That kind of debris is quite similar to some of the visual touches I'm working on for one of the official maps.<!--QuoteEnd--></div><!--QuoteEEnd-->
There you have it folks, debris in NS2 maps from the horses mouth itself! Excellent stuff. Don't say you don't get given anything extra!