appreciate the support immensely. Funny you should say <b>Mendasp</b>, Mineshaft is a big inspiration for me on this project, as well as Bast and a little GEM that never made it, co_Leren.
<b>TheLemonBoy</b>: basic layout is quite similar, with a few extra additions. At this stage the central room has evolved to accomodate a TP too. I see it as being near impossible to hold but if fits nicely there and might bring some surprises!
I am working on this room at the moment. It is the heart of the map and the biggest/most technically challenging room. I am quietly confident that if I can finish this room the rest will fall into place I will be ready for some play testing soon after.
Don't worry too much I am open for suggestion and change in the layout and have left HEAPS of flexibility in the design for extra sub-corridors which I am quietly excited to test out.
Hey guys. Just a quick update to let you know I have been working very hard on the room I promised while I have time off work.
Sci-fi architecture hasn't been my thing but I have been studying hard and finally starting to find some of the style and flow I've been looking for. I have already started touching up existing areas with this style but focusing my time here.
This room lives in the center of the map, double RP, difficult to hold but plenty of play space. Hopefully have the rest done next week!
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1945798:date=Jun 22 2012, 01:17 AM:name=alibi)--><div class='quotetop'>QUOTE (alibi @ Jun 22 2012, 01:17 AM) <a href="index.php?act=findpost&pid=1945798"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey guys. Just a quick update to let you know I have been working very hard on the room I promised while I have time off work.
Sci-fi architecture hasn't been my thing but I have been studying hard and finally starting to find some of the style and flow I've been looking for. I have already started touching up existing areas with this style but focusing my time here.
This room lives in the center of the map, double RP, difficult to hold but plenty of play space. Hopefully have the rest done next week!
<!--quoteo(post=1945951:date=Jun 23 2012, 12:33 AM:name=alibi)--><div class='quotetop'>QUOTE (alibi @ Jun 23 2012, 12:33 AM) <a href="index.php?act=findpost&pid=1945951"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah you are right, it is bright! I usually build em bright to see how shadows and specular work together so I'll tone them down later. :)<!--QuoteEnd--></div><!--QuoteEEnd--> Looking really nice, Alibi.
I think the lighting is the perfect brightness. The main playing area is nice and bright, yet the corners and ceiling are still gloomier and darker. I think this level of brightness will play much better, and I would suggest you don't darken it up.
zombiehellmonkeyJoin Date: 2007-08-31Member: 62093Members, Squad Five Blue
I love the new screenshot, especially how you introduce the underground vent into the room. Your lighting creates a lot of contrast and therefore highlights your beautiful geometry really well, giving it real punch, but as Cory says it also makes some areas extremely dark and gloomy - you can fix those with ambient lights to lighten the shadows which I recommend that you do if you want your map to be well received by the more advanced competitive players.
Overall the style is awesome. I think your map really captures the style that the developers originally had in mind for the look of NS2. I would not be surprised if UWE makes this one of the official maps if it plays well.
I'm glad you think the lighting suits, Cory. I like it too, more than happy to keep it.
I have been hard at work finishing this room. I was hoping to have a little bit more done BUT given the complexity I am happy with the turnaround. It's pretty big, more like 3-4 rooms merged into one. My kind of interpretation of the large rooms mentioned in the design docs.
I designed it with plenty of structural cover all around the room for marines yet a large central area with heaps of vertical for aliens to run and fly and hide. Techpoint isn't supposed to be easy to hold but it should be possible with some skill.
It'll probably be called Elevator, pretty self explanatory :D!
Comments
Toying a bit with the turd that is marine spawn.
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip0026.jpg" border="0" class="linked-image" />
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip0027.jpg" border="0" class="linked-image" />
No layout changes? Im following you since 2 years btw ;-)
Good job, +1
I'd try saturating the blue lights a bit more. Blue and orange go well together.
Funny you should say <b>Mendasp</b>, Mineshaft is a big inspiration for me on this project, as well as Bast and a little GEM that never made it, co_Leren.
<b>TheLemonBoy</b>: basic layout is quite similar, with a few extra additions.
At this stage the central room has evolved to accomodate a TP too. I see it as being near impossible to hold but if fits nicely there and might bring some surprises!
I am working on this room at the moment. It is the heart of the map and the biggest/most technically challenging room. I am quietly confident that if I can finish this room the rest will fall into place I will be ready for some play testing soon after.
Don't worry too much I am open for suggestion and change in the layout and have left HEAPS of flexibility in the design for extra sub-corridors which I am quietly excited to test out.
Just a quick update to let you know I have been working very hard on the room I promised while I have time off work.
Sci-fi architecture hasn't been my thing but I have been studying hard and finally starting to find some of the style and flow I've been looking for.
I have already started touching up existing areas with this style but focusing my time here.
This room lives in the center of the map, double RP, difficult to hold but plenty of play space.
Hopefully have the rest done next week!
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/wip16.jpg" border="0" class="linked-image" />
Love the style altho I think that dbl could be maybe 10-20-ish percent darker, but that's just me
Just a quick update to let you know I have been working very hard on the room I promised while I have time off work.
Sci-fi architecture hasn't been my thing but I have been studying hard and finally starting to find some of the style and flow I've been looking for.
I have already started touching up existing areas with this style but focusing my time here.
This room lives in the center of the map, double RP, difficult to hold but plenty of play space.
Hopefully have the rest done next week!
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/wip16.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Just lovely.
Looking really nice, Alibi.
I think the lighting is the perfect brightness. The main playing area is nice and bright, yet the corners and ceiling are still gloomier and darker. I think this level of brightness will play much better, and I would suggest you don't darken it up.
Can't wait to see whats next.
--Cory
Overall the style is awesome. I think your map really captures the style that the developers originally had in mind for the look of NS2. I would not be surprised if UWE makes this one of the official maps if it plays well.
Good luck and keep up the good work.
I'm glad you think the lighting suits, Cory. I like it too, more than happy to keep it.
I have been hard at work finishing this room. I was hoping to have a little bit more done BUT given the complexity I am happy with the turnaround.
It's pretty big, more like 3-4 rooms merged into one. My kind of interpretation of the large rooms mentioned in the design docs.
I designed it with plenty of structural cover all around the room for marines yet a large central area with heaps of vertical for aliens to run and fly and hide.
Techpoint isn't supposed to be easy to hold but it should be possible with some skill.
It'll probably be called Elevator, pretty self explanatory :D!
TechPoint and elevator shaft:
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip0100.jpg" border="0" class="linked-image" />
View into the elevator area:
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip0101.jpg" border="0" class="linked-image" />
Close up of TechPoint
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip0103.jpg" border="0" class="linked-image" />
Looking away from TechPoint:
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns2_esoteric_wip0108.jpg" border="0" class="linked-image" />
Side area toward TP:
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip0104.jpg" border="0" class="linked-image" />
Back entrance:
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip0106.jpg" border="0" class="linked-image" />
I hope you guys like it!
If I didn't know what Natural Selection 2 was, and I was to look at those screenshots - it would definitely get me curious about the game.
You've created the mood just right.