<!--quoteo(post=1775861:date=Jun 22 2010, 07:54 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Jun 22 2010, 07:54 PM) <a href="index.php?act=findpost&pid=1775861"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm going to put in a special bit of debris JUST FOR YOU, Thaldarin.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh it's like Christmas and Birthday all at once. Thank you <3
slayer20Killed a man once.Join Date: 2007-12-13Member: 63157Members, Reinforced - Shadow
<!--quoteo(post=1775857:date=Jun 22 2010, 02:15 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jun 22 2010, 02:15 PM) <a href="index.php?act=findpost&pid=1775857"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the real question here is. WHO THE F BROKE THAT PANEL!!!<!--QuoteEnd--></div><!--QuoteEEnd-->
Ok I can explain! There was this spider you see, and it was getting up all in my space and I may have sort of freaked out a bit and next thing I know that happened.
Heres my first map ever on the computer "never made maps on the computer" sorry if it sucks or since theres no light damn build 148 WILL not play my map. Oh well hope you enjoy hope its not too bad. :) <img src="http://i270.photobucket.com/albums/jj97/matt111man/Mymap.jpg" border="0" class="linked-image" />
Oh cool thanks but it kills my computer when in the editor with textures lit :( oh well heres my first natural selection 2 room with lights :D <img src="http://i270.photobucket.com/albums/jj97/matt111man/mymapwithlights8D.jpg" border="0" class="linked-image" /> sorry I'm not as good pSyk0mAn your summit map is amazing and mine most likely sucks compared to yours. D:
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Thanks, but I think this looks promising and is a good start.
A few suggestions if you like: -you could spice up the floor a bit -a few walls look to flat or maybe it's just the texture -maybe you can add a different ceiling style at one part of that room so it doesn't look that repetitive or some thing else so there is more transition from wall to ceiling
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
@marks: I think the geometry is on a good way, although sometimes it still looks a little like you are just trying out all props you stumble upon :D ..and some surfaces are just to repetitive (1st picture, floor)
The lighting needs more work, imho. Either a lot more lights or a big light casting shadows over a part of the room. (3rd picture, light the segments within the rails from below, for instance) Reducing radius or brightness of those omnis might help aswell, when you have more properly lit areas. Also moving omnis in a perfect position so ugly transitions and corners fall more into the dark (first picture, right ceiling to wall, then an additional light at the pillar)
<!--quoteo(post=1777123:date=Jul 6 2010, 04:51 AM:name=dux)--><div class='quotetop'>QUOTE (dux @ Jul 6 2010, 04:51 AM) <a href="index.php?act=findpost&pid=1777123"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Still ignoring my advice about the floor and ceiling mate?!<!--QuoteEnd--></div><!--QuoteEEnd-->
Naw dux, I just purposefully chose to limit my time spent on working on both of those in that room for two reasons. A) Style. Larger tech points aren't going to always have fully illuminated ceilings (though i agree I'll add more hanging lights) B) Floor texturing is actually just not done in lots of places on the map. It'll get done if it needs more zest, I'd just rather focus on the area itself.
Also, my map is darker by design, I don't intend to wash out my tech points or any area with large amounts of light. I like the darkness, and if undergoing playtesting, it's just too dark, I'll definitely work from there. But I'd rather start on a moody scale.
Here's the first full sized screen shot of the map I'm currently working on. The basic structure of every room has been finished and most of the rooms are close to complete. Overall progress is coming along nice and should hopefully be playable by the alpha release.
This is Cargo which is the central tech point of the map:
marks, really like the final inside shot how you added height to the generator type machinery. Looks much better! Can't wait to see the finished catwalks/etc.
Finally finished a brand new area. I've got 30 SHOTS posted on my blog of it over <a href="http://mapprogression.tumblr.com" target="_blank">here!</a> I need tons of feedback, this was a big project room for me. Here's a few screens for those who never go to my blog and want a taste: <img src="http://i.imgur.com/US1Ib.jpg" border="0" class="linked-image" /> <img src="http://i.imgur.com/xaDWL.jpg" border="0" class="linked-image" />
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Looks great, Sly. No complaints except maybe that dirt floor in the first shot to the left and right could use some bumps or something that makes it appear more bumpy.
11 new shots of a new area added to my blog <a href="http://mapprogression.tumblr.com" target="_blank">here!</a> Here's a snip: <img src="http://i.imgur.com/zO4cp.jpg" border="0" class="linked-image" />
Matt ReganJoin Date: 2008-03-23Member: 63946Members, Retired Developer, NS2 Developer
Wow, a lot of good work here. Really digging the colors in both of your levels Mark and Sly. Not too over-powering, still colorful and subtle. Lookin' good!
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Looks good. I just hope the access to that techpoint isn't that limited. It might help, if those crates at the left act like the stairs and give marines/aliens the possibility to jump up. Also have you checked with the hive-techpoint prop, if those cross-bracings block off the top of the hive?
thx.. yup the hive fits nice. and yep those crates can be used to jump up there if needed. anyways i doubt those hive connector things won't be able to be tweaked per map to fit perfect later on. they're a little long and strange.
Comments
Oh it's like Christmas and Birthday all at once. Thank you <3
Ok I can explain! There was this spider you see, and it was getting up all in my space and I may have sort of freaked out a bit and next thing I know that happened.
Blame the spider.
Thought you said it was because your Mom threw away your Queen CD?
Mankind tries to accelerate and collide nymphs to understand, wether gorge or hive was first.
<img src="http://i270.photobucket.com/albums/jj97/matt111man/mymapwithlights8D.jpg" border="0" class="linked-image" /> sorry I'm not as good pSyk0mAn your summit map is amazing and mine most likely sucks compared to yours. D:
A few suggestions if you like:
-you could spice up the floor a bit
-a few walls look to flat or maybe it's just the texture
-maybe you can add a different ceiling style at one part of that room so it doesn't look that repetitive or some thing else so there is more transition from wall to ceiling
<img src="http://img690.imageshack.us/img690/322/mapsuggestion.jpg" border="0" class="linked-image" />
<img src="http://img819.imageshack.us/img819/4038/newoh.jpg" border="0" class="linked-image" />
<img src="http://img822.imageshack.us/img822/5895/new2c.jpg" border="0" class="linked-image" />
The lighting needs more work, imho.
Either a lot more lights or a big light casting shadows over a part of the room.
(3rd picture, light the segments within the rails from below, for instance)
Reducing radius or brightness of those omnis might help aswell, when you have more properly lit areas.
Also moving omnis in a perfect position so ugly transitions and corners fall more into the dark (first picture, right ceiling to wall, then an additional light at the pillar)
Naw dux, I just purposefully chose to limit my time spent on working on both of those in that room for two reasons.
A) Style. Larger tech points aren't going to always have fully illuminated ceilings (though i agree I'll add more hanging lights)
B) Floor texturing is actually just not done in lots of places on the map. It'll get done if it needs more zest, I'd just rather focus on the area itself.
Also, my map is darker by design, I don't intend to wash out my tech points or any area with large amounts of light. I like the darkness, and if undergoing playtesting, it's just too dark, I'll definitely work from there. But I'd rather start on a moody scale.
final inside shot:
<img src="http://img823.imageshack.us/img823/1889/newhu.jpg" border="0" class="linked-image" />
wip surface entrance:
<img src="http://img690.imageshack.us/img690/8011/outsideav.jpg" border="0" class="linked-image" />
This is Cargo which is the central tech point of the map:
<img src="http://devin-afshin.com/devin/cargo.jpg" border="0" class="linked-image" />
Thread coming soon within a week probably...
final inside shot:
<img src="http://img823.imageshack.us/img823/1889/newhu.jpg" border="0" class="linked-image" />
wip surface entrance:
<img src="http://img690.imageshack.us/img690/8011/outsideav.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
marks, really like the final inside shot how you added height to the generator type machinery. Looks much better! Can't wait to see the finished catwalks/etc.
<img src="http://i.imgur.com/US1Ib.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/xaDWL.jpg" border="0" class="linked-image" />
No complaints except maybe that dirt floor in the first shot to the left and right could use some bumps or something that makes it appear more bumpy.
<img src="http://img291.imageshack.us/img291/7479/ns2env001.jpg" border="0" class="linked-image" />
<img src="http://img18.imageshack.us/img18/4493/ns2env002.jpg" border="0" class="linked-image" />
<img src="http://img638.imageshack.us/img638/6071/ns2env003.jpg" border="0" class="linked-image" />
Here's a snip:
<img src="http://i.imgur.com/zO4cp.jpg" border="0" class="linked-image" />
thread soon!
I just hope the access to that techpoint isn't that limited. It might help, if those crates at the left act like the stairs and give marines/aliens the possibility to jump up. Also have you checked with the hive-techpoint prop, if those cross-bracings block off the top of the hive?
and yep those crates can be used to jump up there if needed.
anyways i doubt those hive connector things won't be able to be tweaked per map to fit perfect later on. they're a little long and strange.
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns_collateral_wip010.jpg" border="0" class="linked-image" />