ns2_perkele2
<div class="IPBDescription">welcome aboard</div>since this thing in danger of becoming an actual level I might just aswell start map progression thread.
so I present you, U.S.S. Perkele2
story this far:
some ogres killed some big guy's family and he has sworn revenge, so he send shipful of TSA marines to search out the ogre planet,
but since it never reported back it's been assumed that a mighty dragon must've destroyed it somewhere along the way.
so this time he'll send even Bigger ship!
and now to the actual purpose of the thread: progression screenshots
room leading to double res:
<a href="http://uffo.wanha.org/maps/ns2/ns2_perkele001.jpg" target="_blank"><img src="http://uffo.wanha.org/maps/ns2/ns2_perkele001_s.jpg" border="0" class="linked-image" /></a>
<a href="http://uffo.wanha.org/maps/ns2/ns2_perkele002.jpg" target="_blank"><img src="http://uffo.wanha.org/maps/ns2/ns2_perkele002_s.jpg" border="0" class="linked-image" /></a>
ye generic hallway:
<a href="http://uffo.wanha.org/maps/ns2/ns2_perkele004.jpg" target="_blank"><img src="http://uffo.wanha.org/maps/ns2/ns2_perkele004_s.jpg" border="0" class="linked-image" /></a>
<a href="http://uffo.wanha.org/maps/ns2/ns2_perkele003.jpg" target="_blank"><img src="http://uffo.wanha.org/maps/ns2/ns2_perkele003_s.jpg" border="0" class="linked-image" /></a>
there's couple of other rooms also, but they're still very badly wip.
oh and for the record, the name probably won't stick.
so I present you, U.S.S. Perkele2
story this far:
some ogres killed some big guy's family and he has sworn revenge, so he send shipful of TSA marines to search out the ogre planet,
but since it never reported back it's been assumed that a mighty dragon must've destroyed it somewhere along the way.
so this time he'll send even Bigger ship!
and now to the actual purpose of the thread: progression screenshots
room leading to double res:
<a href="http://uffo.wanha.org/maps/ns2/ns2_perkele001.jpg" target="_blank"><img src="http://uffo.wanha.org/maps/ns2/ns2_perkele001_s.jpg" border="0" class="linked-image" /></a>
<a href="http://uffo.wanha.org/maps/ns2/ns2_perkele002.jpg" target="_blank"><img src="http://uffo.wanha.org/maps/ns2/ns2_perkele002_s.jpg" border="0" class="linked-image" /></a>
ye generic hallway:
<a href="http://uffo.wanha.org/maps/ns2/ns2_perkele004.jpg" target="_blank"><img src="http://uffo.wanha.org/maps/ns2/ns2_perkele004_s.jpg" border="0" class="linked-image" /></a>
<a href="http://uffo.wanha.org/maps/ns2/ns2_perkele003.jpg" target="_blank"><img src="http://uffo.wanha.org/maps/ns2/ns2_perkele003_s.jpg" border="0" class="linked-image" /></a>
there's couple of other rooms also, but they're still very badly wip.
oh and for the record, the name probably won't stick.
Comments
( PS: Nice work.. the contrast between very bright and very dark seems way too abrupt though )
Are we getting Power rangers ?
( PS: Nice work.. the contrast between very bright and very dark seems way too abrupt though )<!--QuoteEnd--></div><!--QuoteEEnd-->
Bob the dragon. magical rings in the year of nanites? makes no sense! but yeah, I definitely have to make second, third and maybe 4th run with the lights
after the rest of the map is somewhat finished.
skyforger:
I think that was the case with many custom maps that tried to reach (and surpass!) the official standards :P
albeit I admit there was lots of gimmicks that bugged on the second round (blowtorch door and GRAVITRON) and the marine start
was really too crowded. not gonna make same mistakes this time around.
The red light is a bit too red for my taste.
Remember that the brain usually white balances what it sees IRL so that whatever is in the middle of the frequencies you see is interpreted as white... this means you'll almost never 'see' pure red light (quite apart from the fact only lasers can produce single frequencies of light but that's a failing of lighting in almost all video games - give us a graph of frequencies for each light please!), ofc the brain can't white balance what's in the monitor in the same way because you can see everything around the monitor too (... I wonder if it works if you put a big blanket over your head and round the monitor).
Or you could take that as 'a bit too red'.
I like the shadow usage. Although as puzl pointed out, some of the white is too intense.
Here's an article on it: <a href="http://www.photozone.de/white-balance" target="_blank">http://www.photozone.de/white-balance</a>
but I'm sure you already know about this anyway.
And this wikipedia page is loaded with information, check out the section on chromatic adaptation
<a href="http://en.wikipedia.org/wiki/Color_vision" target="_blank">http://en.wikipedia.org/wiki/Color_vision</a>
Anyone else wonder how it would be to be able to set the frequency of the light instead of rgb color? Ofcource several "channels" per light would be needed or you would not be able to create white or such.
I think the left wall on 004.jpg could use some shadows or highlights considering that those are all over the rest of the map.
For the whole lighting issue, I'm not giving it a lot of concern at these stages of development as the engine will have some changes (is there going be dynamic bounce?) so I'll fine tune it later on. Now it's more like testing. But you can still keep the suggestions coming.
And no, UncleRay, you can't have it, sorry :D
This project isn't altogether dead as I've managed to do some mapping again. Rooms in first post are scrapped as they have to be redone, I can do them better I know it :P But what you're seeing in these next pictures are marine start and marine expansion.
Marine Start:
<img src="http://ameba.lpt.fi/~kallleo/roskat/ns2_ms1.jpg" border="0" class="linked-image" />
<img src="http://ameba.lpt.fi/~kallleo/roskat/ns2_ms2.jpg" border="0" class="linked-image" />
Expansion:
<img src="http://ameba.lpt.fi/~kallleo/roskat/ns2_marine_exp.jpg" border="0" class="linked-image" />
<img src="http://ameba.lpt.fi/~kallleo/roskat/ns2_marine_exp2.jpg" border="0" class="linked-image" />
Hallway:
<img src="http://ameba.lpt.fi/~kallleo/roskat/ns2_hall.jpg" border="0" class="linked-image" />
There's supposed to be some shadows, but they're so far away that editor isn't showing them.
reminds me of pSyk0mAn's level
you guys have gota bug ns2hd to do a reveal when you're done
The expansion looks already great.
Marine spawn will probably look amazing once you use more props/details and tune the lighting.
Try to break up the textures a bit on the curved shapes around the res node.
That vent texture on outer floor and ceiling, for example, is probably one or two vents for each face!?
You can apply another texture for each 2nd or 4th face or stretch the vent texture over more faces at some spots.
Props and lights will do the rest. The light at the ceiling doesn't have to lit the whole node area, when you add more, smaller lights. In fact it doesn't have to direct-light anything (except nearby player models) and can be accounted for by one properly placed omni.
The expansion looks already great.
Marine spawn will probably look amazing once you use more props/details and tune the lighting.
Try to break up the textures a bit on the curved shapes around the res node.
That vent texture on outer floor and ceiling, for example, is probably one or two vents for each face!?
You can apply another texture for each 2nd or 4th face or stretch the vent texture over more faces at some spots.
Props and lights will do the rest. The light at the ceiling doesn't have to lit the whole node area, when you add more, smaller lights. In fact it doesn't have to direct-light anything (except nearby player models) and can be accounted for by one properly placed omni.<!--QuoteEnd--></div><!--QuoteEEnd-->
darn, now I have to scrap the marine start aswell ;D
there are couple of hiding places which don't show in the screenshots in the expansion but the spawn is exposed for the reason that I personally dislike spawn camping lerks and I feel that spawn should be relatively safe for marines. And much in same manner alien spawn should be relatively safe for aliens so there will be lotsa hiding places
It also looks better (lighting) now that I see it on my own pc. Damn fullbright PC at my parents' :D
no, we have to go deeper!
anyway, new shots:
couple textures missing and apparently forgot whole add-light-sources-and-hide-light-bulbs thingie
<img src="http://ameba.lpt.fi/~kallleo/roskat/ns2_001.jpg" border="0" class="linked-image" />
not quite sure what I was thinking, but obviously something awesome. have to revisit this room sometime.
<img src="http://ameba.lpt.fi/~kallleo/roskat/ns2_002.jpg" border="0" class="linked-image" />
You should try some fancy shadow patterns, especially those props in the 2nd pic beg for a true spotlight casting interesting shadows through them into part of the room.
Amazingly Dicaprio's build is almost the excact same size as a TSA marine so you can get some idea of the proportions.
<img src="http://ameba.lpt.fi/~kallleo/roskat/ns2_corr1.jpg" border="0" class="linked-image" />
wasn't aware of that :O but hopefully glass thingies and blinkies will be fixed/improved long time before I get this finished :D
As for the not 90' glass props, just added a transparent texture to close the gap off behind at a right angle, that way, someone gets stuck in a useless position and can get out of it, rather than falling to their death.
Fades can blink out of anything you know :P
Also, keep up the curves uffo!
Edit oh: those three fan frames should cast shadows but they were faded out on that distance
Top floor:
<img src="http://ameba.lpt.fi/~kallleo/roskat/ns2_rr1.jpg" border="0" class="linked-image" />
<img src="http://ameba.lpt.fi/~kallleo/roskat/ns2_rr2.jpg" border="0" class="linked-image" />
Lower floor:
<img src="http://ameba.lpt.fi/~kallleo/roskat/ns2_rr3.jpg" border="0" class="linked-image" />
<img src="http://ameba.lpt.fi/~kallleo/roskat/ns2_rr4.jpg" border="0" class="linked-image" />