Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1959439:date=Aug 8 2012, 11:13 PM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Aug 8 2012, 11:13 PM) <a href="index.php?act=findpost&pid=1959439"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->nice! Is that the map with all of the lava etc on it?<!--QuoteEnd--></div><!--QuoteEEnd--> The map is made of lava :P
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
Ahh, so thats what the sims would look like if you could deploy a TSA base :P j/k
Its definitely unique, but why not use some sci-fi textures that have some normal maps too? The geometry is great but I think the textures really hurt the feel.
Interation 2 - Center Texturing - Hm, it looks a little bit like a texture overkill for me, but idk... ? <img src="http://i.imgur.com/04BTs.jpg" border="0" class="linked-image" />
Download: <a href="http://uploaded.net/file/s9b6vy71" target="_blank">Techpoint - Lounge.zip (Map), 219.75 kb</a> *moved download to another hoster (hoster before (sendfile.com) doesnt need registration and i dont know where i can upload files to this forum, its always an external hoster isnt it ?)
<!--quoteo(post=1964692:date=Aug 18 2012, 07:05 AM:name=Joseppe)--><div class='quotetop'>QUOTE (Joseppe @ Aug 18 2012, 07:05 AM) <a href="index.php?act=findpost&pid=1964692"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What: Lounge (1 Techpoint) - Relaxing Marines (thats why the not "science fiction metal texturing")
Download: <a href="http://uploaded.net/file/s9b6vy71" target="_blank">Techpoint - Lounge.zip (Map), 219.75 kb</a> *moved download to another hoster (hoster before (sendfile.com) doesnt need registration and i dont know where i can upload files to this forum, its always an external hoster isnt it ?)<!--QuoteEnd--></div><!--QuoteEEnd-->
Looking awesome so far. Love seeing such a different style in the engine!
Biodome with some nicer clean textures and stuff. Also not really satisfied with the contraption in the center, not sure if I should replace it with something else. Either case I'd like to make it look more interesting and also extrude a part of it to the right for some ceiling cover. Maybe some pipes coming from water treatment? <a href="http://plantdev.no-ip.org/images/plant/biodome_wip.jpg" target="_blank"><img src="http://plantdev.no-ip.org/images/plant/biodome_wip_small.jpg" border="0" class="linked-image" /></a>
Talking about water treatment, here's how it looks like after I swapped in some cleaner textures (clicky for bigger). Still heavily wip as you can see :) <a href="http://plantdev.no-ip.org/images/plant/water_treatment_wip.jpg" target="_blank"><img src="http://plantdev.no-ip.org/images/plant/water_treatment_wip_small.jpg" border="0" class="linked-image" /></a>
<!--quoteo(post=1972484:date=Sep 6 2012, 04:57 AM:name=Kabelen)--><div class='quotetop'>QUOTE (Kabelen @ Sep 6 2012, 04:57 AM) <a href="index.php?act=findpost&pid=1972484"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hmm i'd say you have too much of a hallway network going there rather than connected rooms Imbalanxd<!--QuoteEnd--></div><!--QuoteEEnd-->
Ye, that's ns_nothing for you. I think most of its charm was how refreshing it was when you finally got to a big open room, but they were few and far between.
Just a greybox, but here's a (very unfinished) res node. <img src="http://i.imgur.com/9JjXl.png" border="0" class="linked-image" /> I am going to add two other walkways and exits and an abyss down below and this should make for a very interesting room.
(Should be a palm, but i cant design it very well, so...) Would you use it in your own level ? (or does it look "not good" / "to strange", so i would remove it)
Remove the palm tree, it looks too strange. If you really really want one in your level, try making a palm tree model or get somebody else to make one for you if you can. I don't think it will ever look right made from spark faces.
@Joseppe: Light vs shadow contrast and creative use of lighting overall makes these screenshot look very atmospheric. Good job! :) However, imo the last screenshot looks still a bit chaotic and you should definately try to take advantage of lighting to make the most important parts of your rooms to stand out. By doing this you can guide the eye of the player and make the player look where you want him/her to look to. For example the techpoint in the last shot doesn't really stand out from the rest of the room. Furthermore, you could experiment more with different colors for the ambient lights, white can become boring if used too much.
<!--quoteo(post=1981265:date=Sep 21 2012, 04:43 AM:name=perso)--><div class='quotetop'>QUOTE (perso @ Sep 21 2012, 04:43 AM) <a href="index.php?act=findpost&pid=1981265"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@Joseppe: Light vs shadow contrast and creative use of lighting overall makes these screenshot look very atmospheric. Good job! :) However, imo the last screenshot looks still a bit chaotic and you should definately try to take advantage of lighting to make the most important parts of your rooms to stand out. By doing this you can guide the eye of the player and make the player look where you want him/her to look to. For example the techpoint in the last shot doesn't really stand out from the rest of the room. Furthermore, you could experiment more with different colors for the ambient lights, white can become boring if used too much.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thx for your reply - changed the textures & lightning a little bit :)
Thought I should give this a post over here since I am trying to establish a motif I can use across Goliath. I keep getting side-tracked and trying out new visual styles, so if I have an isolated place I can experiment on, it could be a good fall back. This is currently the ready room.
@Joseppe: I like the variety and spacing you have in your map. Some areas are fairly open, while there are still some places to hide. A couple quirks that stand out are a couple textures, and the white saturation. I suggest you define a color pallet that you could apply to your entire map. Currently there are a lot of whites in your room, and I think some cold blues and warm orange/yellows could do it a lot of justice. Some of the warm lights casting on the dirt, while maybe some teal/light blues near that circular contraption in the 2nd and 4th pic could probably go a long way.
Something FMPONE likes to bring up quite a bit is that warmer colors work very well in horizontal/sideways directions. They really make things look long. While colder colors tend to make things look a lot taller. It is something I tend to keep in mind when picking my colors. Sometimes I have had rooms that I would want just one pure color, and I would be very adamant about it, but when I sleep on it and return to it, most of the time I will experiment and like it a lot better than what it was before.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
<!--quoteo(post=1987433:date=Oct 5 2012, 03:33 PM:name=Rudy.cz)--><div class='quotetop'>QUOTE (Rudy.cz @ Oct 5 2012, 03:33 PM) <a href="index.php?act=findpost&pid=1987433"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>WIP</b> shot of new central area for <b>co_Core</b> remake. Note, lighting is not final.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1987438:date=Oct 5 2012, 03:40 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Oct 5 2012, 03:40 PM) <a href="index.php?act=findpost&pid=1987438"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->might be frustrating for a commander dropping medpacks for a fight happening under that ramp. minor level over level concern. looks good though, rudy!<!--QuoteEnd--></div><!--QuoteEEnd-->
Looks good Rudy. I'm loving playing core in combat mod at the moment. Will be great when it is fully done :D
Comments
<img src="http://i.imgur.com/dcKcL.jpg" border="0" class="linked-image" />
Is that the map with all of the lava etc on it?
Is that the map with all of the lava etc on it?<!--QuoteEnd--></div><!--QuoteEEnd-->
The map is made of lava :P
After some Texutring Change (thx@schkorpio) - Iteration 2:
<img src="http://i.imgur.com/B4VIM.jpg" border="0" class="linked-image" />
Its definitely unique, but why not use some sci-fi textures that have some normal maps too? The geometry is great but I think the textures really hurt the feel.
<a href="http://postimage.org/image/g4d33oshn/" target="_blank"><img src="http://s9.postimage.org/g4d33oshn/2012_08_18_00008.jpg" border="0" class="linked-image" /></a>
State: not final (geometry, texturing, lightning)
<img src="http://i.imgur.com/b16oa.jpg" border="0" class="linked-image" />
Interation 2 - Center Texturing - Hm, it looks a little bit like a texture overkill for me, but idk... ?
<img src="http://i.imgur.com/04BTs.jpg" border="0" class="linked-image" />
Download: <a href="http://uploaded.net/file/s9b6vy71" target="_blank">Techpoint - Lounge.zip (Map), 219.75 kb</a>
*moved download to another hoster (hoster before (sendfile.com) doesnt need registration and i dont know where i can upload files to this forum, its always an external hoster isnt it ?)
your link scares me ^^
Download: <a href="http://uploaded.net/file/s9b6vy71" target="_blank">Techpoint - Lounge.zip (Map), 219.75 kb</a>
*moved download to another hoster (hoster before (sendfile.com) doesnt need registration and i dont know where i can upload files to this forum, its always an external hoster isnt it ?)<!--QuoteEnd--></div><!--QuoteEEnd-->
Looking awesome so far. Love seeing such a different style in the engine!
<a href="http://plantdev.no-ip.org/images/plant/biodome_wip.jpg" target="_blank"><img src="http://plantdev.no-ip.org/images/plant/biodome_wip_small.jpg" border="0" class="linked-image" /></a>
Talking about water treatment, here's how it looks like after I swapped in some cleaner textures (clicky for bigger). Still heavily wip as you can see :)
<a href="http://plantdev.no-ip.org/images/plant/water_treatment_wip.jpg" target="_blank"><img src="http://plantdev.no-ip.org/images/plant/water_treatment_wip_small.jpg" border="0" class="linked-image" /></a>
As I mocked it up, I became more and more sceptical of how well this map will work in NS2 without substantial changes.
Ye, that's ns_nothing for you. I think most of its charm was how refreshing it was when you finally got to a big open room, but they were few and far between.
Techpoint: The Pit - Entrances: 3
<img src="http://i.imgur.com/OtGB5.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/sfREE.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/9JjXl.png" border="0" class="linked-image" />
I am going to add two other walkways and exits and an abyss down below and this should make for a very interesting room.
== Techpoint: Pit - after 3 days
Overview: <img src="http://i.imgur.com/fYxYh.jpg" border="0" class="linked-image" />
Album: <a href="http://imgur.com/a/0AryW#0" target="_blank">http://imgur.com/a/0AryW#0</a>
<img src="http://i.imgur.com/2uCB6s.jpg" border="0" class="linked-image" /> <img src="http://i.imgur.com/01M7Cs.jpg" border="0" class="linked-image" /> <img src="http://i.imgur.com/26zr2s.jpg" border="0" class="linked-image" /> <img src="http://i.imgur.com/eOluSs.jpg" border="0" class="linked-image" /> <img src="http://i.imgur.com/7fmphs.jpg" border="0" class="linked-image" /> <img src="http://i.imgur.com/MYs0Vs.jpg" border="0" class="linked-image" />
== Techpoint: Lounge
Overview: <img src="http://i.imgur.com/ZMRnN.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/vWXmX.jpg" border="0" class="linked-image" />
(Should be a palm, but i cant design it very well, so...)
Would you use it in your own level ? (or does it look "not good" / "to strange", so i would remove it)
<img src="http://i.imgur.com/Hnkfb.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/nDqWK.jpg" border="0" class="linked-image" />
Compare - Basic Room Layout:
<img src="http://i.imgur.com/sfREE.jpg" border="0" class="linked-image" />
Compare - Final Parts:
<img src="http://i.imgur.com/V8kCd.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/eucVj.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/jx0sa.jpg" border="0" class="linked-image" />
Thx for your reply - changed the textures & lightning a little bit :)
<img src="http://i.imgur.com/EjdES.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/DqFYT.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/tXlYj.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/atq46.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/ltSla.jpg" border="0" class="linked-image" />
EDIT: Techpoint - 98% done
last unfinished Part:
<img src="http://i.imgur.com/MwpKB.jpg" border="0" class="linked-image" />
<a href="http://i.imgur.com/bZI99.jpg" target="_blank"><img src="http://i.imgur.com/bZI99l.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/AUxT7.jpg" target="_blank"><img src="http://i.imgur.com/AUxT7l.jpg" border="0" class="linked-image" /></a>
@Joseppe: I like the variety and spacing you have in your map. Some areas are fairly open, while there are still some places to hide. A couple quirks that stand out are a couple textures, and the white saturation. I suggest you define a color pallet that you could apply to your entire map. Currently there are a lot of whites in your room, and I think some cold blues and warm orange/yellows could do it a lot of justice. Some of the warm lights casting on the dirt, while maybe some teal/light blues near that circular contraption in the 2nd and 4th pic could probably go a long way.
Something FMPONE likes to bring up quite a bit is that warmer colors work very well in horizontal/sideways directions. They really make things look long. While colder colors tend to make things look a lot taller. It is something I tend to keep in mind when picking my colors. Sometimes I have had rooms that I would want just one pure color, and I would be very adamant about it, but when I sleep on it and return to it, most of the time I will experiment and like it a lot better than what it was before.
<img src="https://dl.dropbox.com/u/62994473/co_core_0005.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/62994473/co_core_0006.jpg" border="0" class="linked-image" />
<!--quoteo(post=1987438:date=Oct 5 2012, 03:40 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Oct 5 2012, 03:40 PM) <a href="index.php?act=findpost&pid=1987438"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->might be frustrating for a commander dropping medpacks for a fight happening under that ramp. minor level over level concern. looks good though, rudy!<!--QuoteEnd--></div><!--QuoteEEnd-->
Looks good Rudy. I'm loving playing core in combat mod at the moment. Will be great when it is fully done :D