Been working in Generators for the last few days. Still a lot of trim work to due but i think i got the cinematic content the way I want them. Now if i could just get the sparks to only start when the power goes down.
I played with that set similarly to that before Auriga, it's coming on alright although one of those floor textures which is intended as a wall, looks so flat it just doesn't fit there :<
Auriga, I would suggest adding some more textiles(props) to your ceiling. It's looking a bit bland. And as Thaldarin put it, the floor does look flat. Try adding some props?
<!--quoteo(post=1841666:date=Apr 20 2011, 12:47 PM:name=Auriga)--><div class='quotetop'>QUOTE (Auriga @ Apr 20 2011, 12:47 PM) <a href="index.php?act=findpost&pid=1841666"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey folks, here is a lab style room I'll be adding to a future map.
I'm really liking that lab setting. It has a nice original stylistic divergence from the run down station look that all the other ns2 maps are having right now.
No where near finished with any of this just thought I'd share whats in my brain. I've already sketched out a rough-draft of a map layout I'll be including the lab room in so I will make a thread for it when some good progress has been made. Cheers!
It seems that "randomly raggedly" as you say it, is what they have in mind for the overall game. Until the Model pipeline is set in stone I'm afraid it will all stay dark and grungy. I think he is pulling it off very well for what is available and keeping in consideration that the development team wants the (their) game to be broken down aging sub surface industrial style of atmosphere.
I think if you want to carry a well lit theme it would require so many textures and models to accomplish your map would weigh in around 100Mb. Reminds me of the el_alimein remake.....64mb....yikes. Keep up the good work, Looks promising indeed.
Man... I'm having a hard time with this editor. Never have I tried to map for a FPS. I've done a ton of mapping for Company of Heroes... This is a whole other ball yard xD
<!--quoteo(post=1844916:date=May 8 2011, 04:12 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ May 8 2011, 04:12 PM) <a href="index.php?act=findpost&pid=1844916"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm confused at why you've gone from a well used theme to a rather randomly raggedly constructed theme?
Not to be a negative nancy but, it's entirely differently styled lighting, texture, prop, theme wise. The first area was a good setup.<!--QuoteEnd--></div><!--QuoteEEnd--> I agree the lab room setup is my strongest work at the moment but to answer your first question I had worked on all these at different time frames. The lab room was a result of breaking away from the raggedly look marine start and corridor had and trying something different. I find this process of mapping to be effective for me because working on the same style of geometry/textures/sizes gets mundane and uninspiring after a while so its good to jump start the brain again by randomly mocking up different locations and going from there. This also benefits overall playability of a map because having different unique styles set apart by others allows players to become more immersed in the game and atmosphere while trying to tell a story (if there is one).
<!--quoteo(post=1844944:date=May 8 2011, 07:29 PM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ May 8 2011, 07:29 PM) <a href="index.php?act=findpost&pid=1844944"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It seems that "randomly raggedly" as you say it, is what they have in mind for the overall game. Until the Model pipeline is set in stone I'm afraid it will all stay dark and grungy. I think he is pulling it off very well for what is available and keeping in consideration that the development team wants the (their) game to be broken down aging sub surface industrial style of atmosphere.
I think if you want to carry a well lit theme it would require so many textures and models to accomplish your map would weigh in around 100Mb. Reminds me of the el_alimein remake.....64mb....yikes. Keep up the good work, Looks promising indeed.<!--QuoteEnd--></div><!--QuoteEEnd--> Thanks for the encouraging words Wolf - Yes the current beta released ns2 assets has a limit when it comes to creating unique environments apart from the current style. Creating new assets for a map would obviously be the best way to go if your trying to create a vividly unique environment apart from the current tram/rockdown feel. I'll keep you guys updated when I have progress thanks again
I'm not sure if it looks raggedly constructed or not, Auriga, but I have to say I really much like what I'm seeing. I think these images look much more ns'ey, than the clean lab look. Not that you can't have a transition between them! I especially like the little recess you have in the wall in the 3rd shot, not to mention those nice grates on the floor. Also I think you have nailed the lighting (even if there is always room for further improvement)
Edit: Even if it's concept work, please work on the ceiling of marine start, though. ;)
<!--quoteo(post=1847941:date=May 22 2011, 01:50 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ May 22 2011, 01:50 PM) <a href="index.php?act=findpost&pid=1847941"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Small update... Nothing too serious. Finally figured out what to do with that giant empty wall in the main hallway out of marine spawn.<!--QuoteEnd--></div><!--QuoteEEnd-->
Looking good! I Think the light source looks a bit strange though, I'm seeing a lot of yellows that look like they are coming from blue props or white lights. Barlow demonstrated early on that adding a point light with a small radius and higher intensity would actually change the props color (light color) and since the addition of the halo model makes this even cooler looking. I'm really digging the "Marine Spawn exit 1" area!!!
Thank you for your input Wolf. Yeah, I'm still at the stage of playing with lights in here. Sometimes I get lucky, and get a good combination, but this junction hallway is a pain in my ass! I'm thinking about deleting the lights near the cages, and replacing them with something a little something more subtle. Like pipes, maybe another light prop, or heck, maybe just get rid of them.
The Marine spawn exit 1 is actually a prototype. What is shown, is version 1. I'm hoping it will change dramatically, and go into v2 in days to come. The lighting was based on this cool toy I had when I was a kid. It was from the movie, Independence Day, it was a giant alien that gave off lights and what not. Purple, yellow, red, white, and a hint of blue. I LOVED the color combos. The lights from the pipes on the left and right were a "borrowed" style from Doom 3. One of the hallways had a mixture of 3 lights that gave off this eerie look. It REALLY caught my attention. I don't just play video games, I deconstruct them on the spot, and come up with my own interpretation of how it was formed. :]
Wait until you guys see the Marine spawn ;] Hopefully, I'll be done by the end of the week!
I have finally started my own ns map due to a lack of internet connection for 5 weeks^^ i chose the spread offensive layout from the mapping guidelines and i think ill modifiy it a bit. I got Marine Start, 1 tech point and 1 resource point done and now i am working on the middle part of the map. on that techpoint+res node part where most battles will be fought (lets assume somebody is playing this :D )
Comments
<img src="http://super-nova-team.com/ns2/clandestine/generators.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/RU3wr.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/HWoyA.jpg" border="0" class="linked-image" />
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=113351" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=113351</a>
<img src="http://i.imgur.com/RU3wr.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/HWoyA.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
beautiful work im weeping!
For now here is some concept work I've been dabbling with:
marine start
<img src="http://i.imgur.com/0YGb4.jpg" border="0" class="linked-image" />
marine start
<img src="http://i.imgur.com/76qbK.jpg" border="0" class="linked-image" />
corridor
<img src="http://i.imgur.com/NJ6sL.jpg" border="0" class="linked-image" />
corridor
<img src="http://i.imgur.com/tnIAx.jpg" border="0" class="linked-image" />
No where near finished with any of this just thought I'd share whats in my brain. I've already sketched out a rough-draft of a map layout I'll be including the lab room in so I will make a thread for it when some good progress has been made. Cheers!
Not to be a negative nancy but, it's entirely differently styled lighting, texture, prop, theme wise. The first area was a good setup.
I think if you want to carry a well lit theme it would require so many textures and models to accomplish your map would weigh in around 100Mb. Reminds me of the el_alimein remake.....64mb....yikes. Keep up the good work, Looks promising indeed.
Never have I tried to map for a FPS. I've done a ton of mapping for Company of Heroes... This is a whole other ball yard xD
<img src="http://i.imgur.com/hCFoP.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/4FYJS.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/CHRzE.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/RZ6U8.jpg" border="0" class="linked-image" />
Filling it with props and details is beyond me... I can't seem to get things to fit in well xD
Not to be a negative nancy but, it's entirely differently styled lighting, texture, prop, theme wise. The first area was a good setup.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree the lab room setup is my strongest work at the moment but to answer your first question I had worked on all these at different time frames. The lab room was a result of breaking away from the raggedly look marine start and corridor had and trying something different. I find this process of mapping to be effective for me because working on the same style of geometry/textures/sizes gets mundane and uninspiring after a while so its good to jump start the brain again by randomly mocking up different locations and going from there. This also benefits overall playability of a map because having different unique styles set apart by others allows players to become more immersed in the game and atmosphere while trying to tell a story (if there is one).
<!--quoteo(post=1844944:date=May 8 2011, 07:29 PM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ May 8 2011, 07:29 PM) <a href="index.php?act=findpost&pid=1844944"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It seems that "randomly raggedly" as you say it, is what they have in mind for the overall game. Until the Model pipeline is set in stone I'm afraid it will all stay dark and grungy. I think he is pulling it off very well for what is available and keeping in consideration that the development team wants the (their) game to be broken down aging sub surface industrial style of atmosphere.
I think if you want to carry a well lit theme it would require so many textures and models to accomplish your map would weigh in around 100Mb. Reminds me of the el_alimein remake.....64mb....yikes. Keep up the good work, Looks promising indeed.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for the encouraging words Wolf - Yes the current beta released ns2 assets has a limit when it comes to creating unique environments apart from the current style. Creating new assets for a map would obviously be the best way to go if your trying to create a vividly unique environment apart from the current tram/rockdown feel. I'll keep you guys updated when I have progress thanks again
I think these images look much more ns'ey, than the clean lab look. Not that you can't have a transition between them!
I especially like the little recess you have in the wall in the 3rd shot, not to mention those nice grates on the floor.
Also I think you have nailed the lighting (even if there is always room for further improvement)
Edit: Even if it's concept work, please work on the ceiling of marine start, though. ;)
I love bear.
<img src="http://img402.imageshack.us/img402/3079/2011052000013.jpg" border="0" class="linked-image" />
<img src="http://img121.imageshack.us/img121/3783/2011052000012.jpg" border="0" class="linked-image" />
<img src="http://img192.imageshack.us/img192/3488/2011052000010.jpg" border="0" class="linked-image" />
<img src="http://img573.imageshack.us/img573/1581/2011052000007c.jpg" border="0" class="linked-image" />
<img src="http://img268.imageshack.us/img268/6894/2011052000004.jpg" border="0" class="linked-image" />
<img src="http://img41.imageshack.us/img41/6742/2011052000001.jpg" border="0" class="linked-image" />
<img src="http://img709.imageshack.us/img709/6318/2011052000003.jpg" border="0" class="linked-image" />
<img src="http://img580.imageshack.us/img580/3070/2011052000011.jpg" border="0" class="linked-image" />
Is hard to see something new...
After seeing ns2_summit everything else is bad.... :(
<img src="http://i.imgur.com/V7bIY.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/459Ks.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/oYxDt.jpg" border="0" class="linked-image" />
Looking good! I Think the light source looks a bit strange though, I'm seeing a lot of yellows that look like they are coming from blue props or white lights. Barlow demonstrated early on that adding a point light with a small radius and higher intensity would actually change the props color (light color) and since the addition of the halo model makes this even cooler looking.
I'm really digging the "Marine Spawn exit 1" area!!!
The Marine spawn exit 1 is actually a prototype. What is shown, is version 1. I'm hoping it will change dramatically, and go into v2 in days to come. The lighting was based on this cool toy I had when I was a kid. It was from the movie, Independence Day, it was a giant alien that gave off lights and what not. Purple, yellow, red, white, and a hint of blue. I LOVED the color combos. The lights from the pipes on the left and right were a "borrowed" style from Doom 3. One of the hallways had a mixture of 3 lights that gave off this eerie look. It REALLY caught my attention. I don't just play video games, I deconstruct them on the spot, and come up with my own interpretation of how it was formed. :]
Wait until you guys see the Marine spawn ;] Hopefully, I'll be done by the end of the week!
Hey guys!
I have finally started my own ns map due to a lack of internet connection for 5 weeks^^ i chose the spread offensive layout from the mapping guidelines and i think ill modifiy it a bit. I got Marine Start, 1 tech point and 1 resource point done and now i am working on the middle part of the map. on that techpoint+res node part where most battles will be fought (lets assume somebody is playing this :D )
Marine Start
<a href="http://imageshack.us/photo/my-images/219/2011052500001.jpg/" target="_blank"><img src="http://img219.imageshack.us/img219/2420/2011052500001.jpg" border="0" class="linked-image" /></a>
some corridor
<a href="http://imageshack.us/photo/my-images/829/2011052500002.jpg/" target="_blank"><img src="http://img829.imageshack.us/img829/566/2011052500002.jpg" border="0" class="linked-image" /></a>
my first room with the spark editor and also my resource point room in my map
<a href="http://imageshack.us/photo/my-images/692/2011052500003.jpg/" target="_blank"><img src="http://img692.imageshack.us/img692/4218/2011052500003.jpg" border="0" class="linked-image" /></a>
there are 4 more pics in this album here if somebody is interested
<a href="http://img228.imageshack.us/g/2011052500008.jpg/" target="_blank">http://img228.imageshack.us/g/2011052500008.jpg/</a>
what do you think?
im not happy with my ceilings and some parts are way too open
EDIT:
fixed for a damn spam bot
I'm on it.
I may even finish a room one of these days!