ns2_youpick

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  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    As said above, you could make rubble stuff to make the sections fit together, or play whit particles / cinematics and make some crasy timeshift wormholy stuff... you could make the readyroom feature a sitrep/debrief screen explaining what has happined.
  • Sgt_SimpleSgt_Simple Join Date: 2009-06-29 Member: 67972Members
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled13.jpg" border="0" class="linked-image" />
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled14.jpg" border="0" class="linked-image" />
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled15.jpg" border="0" class="linked-image" />
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled16.jpg" border="0" class="linked-image" />
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled17.jpg" border="0" class="linked-image" />
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled18.jpg" border="0" class="linked-image" />



    remade the med bay havent put in the beds i made didnt really like them so working on something else hopefully better and ive added a hospital hall on the end of the bay i love the height ive created its that high in the hall that the torch barely reaches the ceiling and thats not going to be the highest ceiling i make

    ive already started working on an armoury hall will post pics of that when i get further along in it

    please note the lighting is only basic i not started to work on that yet as i concentrating on making the rooms feel right then i can use the lighting to enhance the feel and not use the lighting as the only atmospherice influance thats how i feel anyway any experienced advice welcome any lighting advice of how to achive what i aiming for more than welcome
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    It looks a little off, the cross beam things aren't matching up so its a random zig zag pattern not believable architecture :/
  • Sgt_SimpleSgt_Simple Join Date: 2009-06-29 Member: 67972Members
    <!--quoteo(post=1826259:date=Jan 22 2011, 06:01 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jan 22 2011, 06:01 PM) <a href="index.php?act=findpost&pid=1826259"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It looks a little off, the cross beam things aren't matching up so its a random zig zag pattern not believable architecture :/<!--QuoteEnd--></div><!--QuoteEEnd-->


    if you talking about the ceiling texture i agree not sure how to make what i want so im still toying with that at the mo
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Whoa, that's nuts. Nice work, I can't wait to see it textured.
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Members, Squad Five Blue
    I'd say you could go with a texture parallel to the ceiling beams. maybe make your own to fit.
    can't wait to see it with some windows :)
  • croncron Join Date: 2010-06-21 Member: 72122Members
    Another aspect of Gothic architecture that I haven't seen mentioned here so far are the typical entrances as seen here:

    <img src="http://www.abload.de/img/untitled-16l6x.jpg" border="0" class="linked-image" />

    There are usually four, sometimes five arches before the actual door - guiding your view like a funnel. If you use this element (with a minimum of three arches) on every entrance in your map it will add a lot of the oppressive feeling that is so important to the Gothic architecture. It makes you feel small and insignificant, with the walls rather guiding than restrictive.
    What's really interesting for you here is the fact that those entrances are a pretty good bridge between a giant hall and a smaller corridor. To protect the gameplay from being absorbed by the visuals you need to have at least some smaller rooms, corridors and hallways. In a giant hall with a lot of space the aliens will have a hard time hiding from the marines' fire, you have to have smaller rooms with lots of different receipts. If the aliens have to cross long ways without protecting surroundings the marines will have an easy time spotting and killing them. Those entrances with three or more arches are possible in every scale and thus can bring the Gothic architecture to smaller rooms too.

    You can - and should - have high ceilings, but not combined with lots of horizontal space or it will turn into an arena-like gameplay where aliens have a big disadvantage. If at all, I would limit that to the marine base, but definitely not in the more central places where aliens and marines are supposed to have balanced fights.
  • _Thresh__Thresh_ Join Date: 2008-01-11 Member: 63385Members
    core design of the above looks great
  • Sgt_SimpleSgt_Simple Join Date: 2009-06-29 Member: 67972Members
    not done much work on building more of my map been working on texturing the ceiling some of the comments got me thinking and i fast finding out that making textures is really hard im not a photoshop pro
    but ive stuck with existing textures and i quite happy with the below pic but its still not right any help woudl be greatly recieved

    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled19.jpg" border="0" class="linked-image" />
  • Sgt_SimpleSgt_Simple Join Date: 2009-06-29 Member: 67972Members
    <!--quoteo(post=1827880:date=Jan 27 2011, 09:43 PM:name=cron)--><div class='quotetop'>QUOTE (cron @ Jan 27 2011, 09:43 PM) <a href="index.php?act=findpost&pid=1827880"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another aspect of Gothic architecture that I haven't seen mentioned here so far are the typical entrances as seen here:

    There are usually four, sometimes five arches before the actual door - guiding your view like a funnel. If you use this element (with a minimum of three arches) on every entrance in your map it will add a lot of the oppressive feeling that is so important to the Gothic architecture. It makes you feel small and insignificant, with the walls rather guiding than restrictive.
    What's really interesting for you here is the fact that those entrances are a pretty good bridge between a giant hall and a smaller corridor. To protect the gameplay from being absorbed by the visuals you need to have at least some smaller rooms, corridors and hallways. In a giant hall with a lot of space the aliens will have a hard time hiding from the marines' fire, you have to have smaller rooms with lots of different receipts. If the aliens have to cross long ways without protecting surroundings the marines will have an easy time spotting and killing them. Those entrances with three or more arches are possible in every scale and thus can bring the Gothic architecture to smaller rooms too.

    You can - and should - have high ceilings, but not combined with lots of horizontal space or it will turn into an arena-like gameplay where aliens have a big disadvantage. If at all, I would limit that to the marine base, but definitely not in the more central places where aliens and marines are supposed to have balanced fights.<!--QuoteEnd--></div><!--QuoteEEnd-->


    really loved the condensing door frames you will see it in my map thanks for the input
  • Sgt_SimpleSgt_Simple Join Date: 2009-06-29 Member: 67972Members
    edited February 2011
    talking about textures i could really use some help i have a grand idea but no idea how to make it happen any texture gurus pm me please

    sgt barlow im looking in your direction
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Personally I'd use the gothic art theme in a DM map not a NS2 map; although texture wise it might be worth using the supports to hold up an area that's rock. So the main of your textures will be rock, then you can use trims etc. on your supports; which allows you to then add lights and meshes to cover the rock etc. and make it more functional.
  • Sgt_SimpleSgt_Simple Join Date: 2009-06-29 Member: 67972Members
    made reducing arches looks pretty cool but i think its another new texture to make will see what else looks good on them before i even start trying to make new textures im starting a list of textures i might need to make
  • Sgt_SimpleSgt_Simple Join Date: 2009-06-29 Member: 67972Members
    edited February 2011
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled20.jpg" border="0" class="linked-image" />

    armoury ive not finished the floor and ive only put in shadow casting lighting at the mo but so far its my fave room
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Stunning. Imagine all of that covered with dynamic infestation :D
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    Fog and a giant full moon trowing in lights from the windows, will make that picture perfect.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    that's very unique, simple! it really has atmosphere. you should play around with some cinematics. i think torches or candles would be really cool.

    <img src="http://www.moviepicturedb.com/pictures/10_08/1982/82198/l_82198_3b1faeb3.jpg" border="0" class="linked-image" />
    <img src="http://i.ytimg.com/vi/HlP_i6L6Xxg/0.jpg" border="0" class="linked-image" />
  • Sgt_SimpleSgt_Simple Join Date: 2009-06-29 Member: 67972Members
    <!--quoteo(post=1829184:date=Feb 2 2011, 04:26 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Feb 2 2011, 04:26 PM) <a href="index.php?act=findpost&pid=1829184"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->that's very unique, simple! it really has atmosphere. you should play around with some cinematics. i think torches or candles would be really cool.

    <img src="http://www.moviepicturedb.com/pictures/10_08/1982/82198/l_82198_3b1faeb3.jpg" border="0" class="linked-image" />
    <img src="http://i.ytimg.com/vi/HlP_i6L6Xxg/0.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->


    if i knew how i would one of the things i requested from the devs was candles flame torch and braziers
  • Sgt_SimpleSgt_Simple Join Date: 2009-06-29 Member: 67972Members
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled21.jpg" border="0" class="linked-image" />

    started new room today crypt just trying to get a dark large but low head room sort of feel to it
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    I like your pics! Once you get your level geometry set up, be sure to add some props (pipes, screens, panels, ...) to get a sci-fi feeling. But the geometry is very nice. Brings a lot of atmosphere. I like the contrast in feeling between the crypt and the main hall. The crypt feels very claustrophobic while the in the hall you feel very insignificant. There is truly an inherent communication in those spaces, it is very interesting to see it still works when reproduced in a video game.

    I was also thinking you could make use of all those cave props NS2 has to offer. Have some underground corridors leading to small, isolated chapels.

    Overall I really like what you've done and how this is coming along. This is very unique in the NS world, albeit its be done in a lot of games, it can surely add a chapter to the ns story and will surely add to the richness and diversity of NS2 maps.
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    edited February 2011
    @Sgt_Simple: This is a really neat look you have going! I'm very surprised to find it as an NS2 map, but if you can make it work well, then go for it :D

    I actually got to go to Italy a few years back, and got a ton of pictures of cathedrals (and other architecture) from Venice and the Vatican. Would those be something you'd find useful?

    One thing to keep in mind: TSA is exploring space - who says this has to be a cathedral of *human* origin? I think it'd be fun to make it very recognizable, yet make it blatant that humans didn't make it. Offers an almost creepy sense of familiarity, while knowing that it's alien in origin. (not Kharaa)


    edit:
    At the OP's request, I put together a bunch of photos. I find people commenting on someone's art (in this case, on someone's map) can offer more insight if they see the kinds of references that were available. Otherwise, anyone who's interested can check them out here.
    <a href="http://www.megaupload.com/?d=36ZPHARI" target="_blank">http://www.megaupload.com/?d=36ZPHARI</a>

    Let me know if they look useful! (sorry so many indoor shots are blurry, that camera sucked in anything but broad daylight)
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Dead Space 2 has a similar theme - spooky cathedral architecture meets sci-fi technology. Might wanna check that out if you haven't already
  • Sgt_SimpleSgt_Simple Join Date: 2009-06-29 Member: 67972Members
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled22.jpg" border="0" class="linked-image" />

    started new room today this is just one part of the area im working on you can only see a 3rd of it in this pic
    ignore the textures just using them to get an idea of what i can make this area into
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    the one thing im concerned about is that you are forcing a lot of ground vents due to the nature of the open gothic ceilings. it's sexy geometry but i'm not sure how the gameplay will be.
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    edited February 2011
    <!--quoteo(post=1830699:date=Feb 8 2011, 11:13 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Feb 8 2011, 11:13 PM) <a href="index.php?act=findpost&pid=1830699"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the one thing im concerned about is that you are forcing a lot of ground vents due to the nature of the open gothic ceilings. it's sexy geometry but i'm not sure how the gameplay will be.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I have to wonder, is there anything that says if the Kharaa tunnel at all? Could get some holes through the tops of some of those supports, letting skulks/lerks zip through cover. Could also lead to tunnels in the ceiling.

    Tig's argument might have a long-lasting point, though. I could see one or two rooms in a map done in this really high-arching cathedral style. If one was a hive room, it would be EPIC. However, if every room tries to look over the top and grand, then they all lose most of that "wow factor." There's also the huge issue of gameplay overall - these styles of rooms are very large and open. It would be very hard to play any alien except skulk or lerk.

    One or two high-arching cathedral rooms = awesome and unique
    Every single room try to look cool in that same way = blah, ok what's next?

    If you can blend those couple rooms in with a more traditional NS setting, it might work really well. Maybe the Marines built a large base into a mountain that just happened to be next to an ancient alien sanctuary. Due to some accident, a wall was broken through, revealing that the Kharaa found the sanctuary a long time ago, and were nesting right next to the Marines. The map's story could be that the Marines have to "excavate" these ruins and clear the infestation to secure their base.
    This kind of "backstory" to the map would allow a clear break point between technology and sanctuary, making the transition easier to map. It would also let you include several rooms and hallways in the gothic style, while keeping a large part of the map traditional NS.
  • Sgt_SimpleSgt_Simple Join Date: 2009-06-29 Member: 67972Members
    i was thinking more along the lines of marines investigating a distress call from a religious colony

    and dont worry so much about the sci fi theme it will happen all you are seeing at the mo is geometry i not even started to prop the rooms yet

    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled11.jpg" border="0" class="linked-image" />
    this was my first attempt at applying the sci fi theme to one of my rooms i didnt get very far as i kept getting more ideas about geometry and other room ideas so i consentrate on the geometry and once i got that done for my 11 rooms and i got them connected into a runable map i will add the sci fi to it then so i can get a good feel for the different parts of the map and what would best suit the area i have even tried to make my own props but i dont know how to make a model so i been using geometry to make them

    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled8.jpg" border="0" class="linked-image" />
    medical table i made its crap even tried to make stone coffins and various other objects but there all crap will see what happens
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    <!--quoteo(post=1830699:date=Feb 9 2011, 05:13 AM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Feb 9 2011, 05:13 AM) <a href="index.php?act=findpost&pid=1830699"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the one thing im concerned about is that you are forcing a lot of ground vents due to the nature of the open gothic ceilings. it's sexy geometry but i'm not sure how the gameplay will be.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <a href="http://img153.imageshack.us/i/ventopenings.jpg/" target="_blank"><img src="http://img153.imageshack.us/img153/4517/ventopenings.th.jpg" border="0" class="linked-image" /></a>
  • Sgt_SimpleSgt_Simple Join Date: 2009-06-29 Member: 67972Members
    <!--quoteo(post=1830845:date=Feb 9 2011, 05:46 PM:name=GISP)--><div class='quotetop'>QUOTE (GISP @ Feb 9 2011, 05:46 PM) <a href="index.php?act=findpost&pid=1830845"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://img153.imageshack.us/i/ventopenings.jpg/" target="_blank"><img src="http://img153.imageshack.us/img153/4517/ventopenings.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->


    great idea but i have already started such endevours but keep the ideas coming but please bare in mind that

    i dont know how to make my own textures
    i dont know how to make my own models

    so i am limited to what the devs make which is at this time very fustrating for me
    also i dont have a top down layout for a map to work with so the rooms are basic but i try to make sure there could be 2/3/4 entrance/exits to each room i am using the 6X8 Double layout from the mapping guidelines as the web to base my map on

    any help offered gratefully recieved
  • kabo0mkabo0m KT of Insomniacs Anonymous Gaming Community Join Date: 2004-08-06 Member: 30415Members
    edited February 2011
    Simple I must admit, your work rocks! The whole SA team awaits the finished product and thanks you for giving us this link on our forums. ;) I can see why .. so much it is just easier to refer us here! Wow you have done a LOT!
  • Sgt_SimpleSgt_Simple Join Date: 2009-06-29 Member: 67972Members
    i could use some professional advice i cant seem to bring everything together i can mak ea room looks lovely but i cant make all my room connect together to make a layout its not the pratical side its the design side straight corridors suck and all my keep ending up very long and very straight

    please help i will be hanging in #nsmapping on the gamesurge network any advice pm me there

    thanks all
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