I really like the clear looks and aesthetic feel you have there. The shape of the ms and especially the resnode platform looks interesting. Do you have a layout already? Also keep in mind that ms needs more than one exit. All in all looks very promising.
I also ask for a look at any layout plan you have! It looks very nice, quite quake-y in it's style - perhaps that's just the colour scheme.
One thing, in those last two shots looks like those metal pillars/girder thingys on the walls could do with some trim where they meet the floor, looks a bit like they are clipping into the floor rather than meeting it.
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
<!--quoteo(post=1820985:date=Jan 2 2011, 05:19 PM:name=perso)--><div class='quotetop'>QUOTE (perso @ Jan 2 2011, 05:19 PM) <a href="index.php?act=findpost&pid=1820985"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really like the clear looks and aesthetic feel you have there. The shape of the ms and especially the resnode platform looks interesting. Do you have a layout already? Also keep in mind that ms needs more than one exit. All in all looks very promising.<!--QuoteEnd--></div><!--QuoteEEnd--> A layout is in the works but may be a while from now. All I can say now is that it'll be 6 tech points, and between 7 to 8 res nodes. I'll eventually bulldoze one of the walls near the res node for another exit. :)
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
Did up a mock layout, doesn't quite say much other than how everything is oriented. I'll replace it when I have more rooms made. <img src="http://img821.imageshack.us/img821/5743/maplayoutf.jpg" border="0" class="linked-image" />
Oh, that reminds me how much I would feckin LOVE to be able to color faces like in MAX. I may have to make some colored textures but I'd rather be able to switch between textured-unlit and colored-unlit. Wireframe doen't do much for me, I already have that in the orthogonal views.
On topic, some of the halls could eaily be converted into rooms. It seems that UWE is moving away from the winding, cramped and atmospheric corridors we so love, in favor of big rooms with stuff in.
Actually, thinking about it, I realize: Those rooms were always there. The action took place in a few of them and in the corridors, true, but the rooms were there, in your mind, behind all the closed doors and such. Now, the focus has moved from the corridors that connect the rooms to the rooms that are connected by the corridors. Hum.
I may repeat myself again at some point, until then, this will have to do =)
Hmm.. Two things primarily come to my mind: -I wonder how good it is to battle only at middle section of the map. and -If marine start is at bottom of the map, then it's much safer, easier and faster for aliens to attack the side tech points and come back to defend the middle one.. Marines now seem to have almost twice as much travel distance to reach side techpoints. (Or it just can be the picture?)
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited January 2011
MS techpoint floor seems odd though. Too big, with parts hovering above the hexagon? I definitely like this lighting, but I think it could do with some sharper spotlights, nothing to big just to give it a bit more umph so to speak. Keep it up though!
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
edited January 2011
<!--quoteo(post=1821288:date=Jan 3 2011, 07:54 PM:name=Varathar)--><div class='quotetop'>QUOTE (Varathar @ Jan 3 2011, 07:54 PM) <a href="index.php?act=findpost&pid=1821288"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hmm.. Two things primarily come to my mind: -I wonder how good it is to battle only at middle section of the map. and -If marine start is at bottom of the map, then it's much safer, easier and faster for aliens to attack the side tech points and come back to defend the middle one.. Marines now seem to have almost twice as much travel distance to reach side techpoints. (Or it just can be the picture?)
Pictures btw looks nice.
Keep up the good work!<!--QuoteEnd--></div><!--QuoteEEnd--> The hallways in the north are more or less place fillers. When they're optimized they'll resemble smaller rooms between large tech rooms with more twists and turns. I'm fairly sure my tech points will get bigger as my understanding of the mapping tools improves. Overall the map will be much wider than it appears there. I also forgot to convey that the side tech rooms will connect to the center res node, that might improve traffic. :)
<!--quoteo(post=1821295:date=Jan 3 2011, 08:12 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 3 2011, 08:12 PM) <a href="index.php?act=findpost&pid=1821295"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->MS techpoint floor seems odd though. Too big, with parts hovering above the hexagon? I definitely like this lighting, but I think it could do with some sharper spotlights, nothing to big just to give it a bit more umph so to speak. Keep it up though!<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah, I definitely need to get some better shadows on the go. I suppose that's just a matter of making almost all the props cast shadow false.
Marine start was sorta built as an experiment with the hex's but it turned into something I wanted to build on and make a full map. I think it has a fair amount of building space and will make for interesting defenses.
looks nice, are you going to have the outer hallways at 60 degrees instead of 90? would be a nice extension of the hexagonal structure. also, the middle rt seems really weird, i assume there's a door on the end of that hallway, but it just feels weird. In general I feel like there are too many doors, especially because they block the main hallways, which gives marines too much of an advantage with a competent commander vs someone who's not really aware of the door mechanic.
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
<!--quoteo(post=1821398:date=Jan 4 2011, 04:52 AM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Jan 4 2011, 04:52 AM) <a href="index.php?act=findpost&pid=1821398"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->looks nice, are you going to have the outer hallways at 60 degrees instead of 90? would be a nice extension of the hexagonal structure. also, the middle rt seems really weird, i assume there's a door on the end of that hallway, but it just feels weird. In general I feel like there are too many doors, especially because they block the main hallways, which gives marines too much of an advantage with a competent commander vs someone who's not really aware of the door mechanic.
<img src="http://s2.kimag.es/share/9711428.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd--> hah, that's surprisingly close to what I was thinking. having central res node appear as two parallel, cut-off corridors. the only difference being that the side tech rooms will have to connect there too, making it a fourway.
I have no idea about the door situation, I think if roughly half the entrances were open and the other half were strategically placed doors it should work out. onos are able to smash through locked doors as far as I remember
They have to crouch to get through those doors too.
Just a heads up on the guidelines, there should be a path for an Onos to freely run without ducking through a door through every main area of your map, ie. all rooms with a tech point or resource node.
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
edited January 2011
not a lot done on this yet but I'm loving the lighting effects in this engine. <img src="http://img98.imageshack.us/img98/6619/marineexpansion01.jpg" border="0" class="linked-image" /> <img src="http://img156.imageshack.us/img156/7323/marineexpansion02.jpg" border="0" class="linked-image" /> <img src="http://img573.imageshack.us/img573/1017/marineexpansion03.jpg" border="0" class="linked-image" />
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
the architecture is great! but i think you need make the lighting a lot more interesting to completement the architexture. like more interesting shadows etc
Comments
I like the muted lighting and the "realistic" architecture. I look forward to seeing what you come up with.
One thing, in those last two shots looks like those metal pillars/girder thingys on the walls could do with some trim where they meet the floor, looks a bit like they are clipping into the floor rather than meeting it.
A layout is in the works but may be a while from now. All I can say now is that it'll be 6 tech points, and between 7 to 8 res nodes. I'll eventually bulldoze one of the walls near the res node for another exit. :)
<img src="http://img821.imageshack.us/img821/5743/maplayoutf.jpg" border="0" class="linked-image" />
On topic, some of the halls could eaily be converted into rooms. It seems that UWE is moving away from the winding, cramped and atmospheric corridors we so love, in favor of big rooms with stuff in.
Actually, thinking about it, I realize: Those rooms were always there. The action took place in a few of them and in the corridors, true, but the rooms were there, in your mind, behind all the closed doors and such. Now, the focus has moved from the corridors that connect the rooms to the rooms that are connected by the corridors. Hum.
I may repeat myself again at some point, until then, this will have to do =)
Hmm.. Two things primarily come to my mind:
-I wonder how good it is to battle only at middle section of the map.
and
-If marine start is at bottom of the map, then it's much safer, easier and faster for aliens to attack the side tech points and come back to defend the middle one.. Marines now seem to have almost twice as much travel distance to reach side techpoints. (Or it just can be the picture?)
Pictures btw looks nice.
Keep up the good work!
Eclipse Triad.
/me coughs.
/me coughs.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm perplexed that I didn't notice that.
-I wonder how good it is to battle only at middle section of the map.
and
-If marine start is at bottom of the map, then it's much safer, easier and faster for aliens to attack the side tech points and come back to defend the middle one.. Marines now seem to have almost twice as much travel distance to reach side techpoints. (Or it just can be the picture?)
Pictures btw looks nice.
Keep up the good work!<!--QuoteEnd--></div><!--QuoteEEnd-->
The hallways in the north are more or less place fillers. When they're optimized they'll resemble smaller rooms between large tech rooms with more twists and turns. I'm fairly sure my tech points will get bigger as my understanding of the mapping tools improves. Overall the map will be much wider than it appears there.
I also forgot to convey that the side tech rooms will connect to the center res node, that might improve traffic. :)
<!--quoteo(post=1821295:date=Jan 3 2011, 08:12 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 3 2011, 08:12 PM) <a href="index.php?act=findpost&pid=1821295"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->MS techpoint floor seems odd though. Too big, with parts hovering above the hexagon? I definitely like this lighting, but I think it could do with some sharper spotlights, nothing to big just to give it a bit more umph so to speak. Keep it up though!<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, I definitely need to get some better shadows on the go. I suppose that's just a matter of making almost all the props cast shadow false.
Marine start was sorta built as an experiment with the hex's but it turned into something I wanted to build on and make a full map. I think it has a fair amount of building space and will make for interesting defenses.
<img src="http://s2.kimag.es/share/9711428.jpg" border="0" class="linked-image" />
<img src="http://s2.kimag.es/share/9711428.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
hah, that's surprisingly close to what I was thinking. having central res node appear as two parallel, cut-off corridors. the only difference being that the side tech rooms will have to connect there too, making it a fourway.
I have no idea about the door situation, I think if roughly half the entrances were open and the other half were strategically placed doors it should work out. onos are able to smash through locked doors as far as I remember
Just a heads up on the guidelines, there should be a path for an Onos to freely run without ducking through a door through every main area of your map, ie. all rooms with a tech point or resource node.
<img src="http://img98.imageshack.us/img98/6619/marineexpansion01.jpg" border="0" class="linked-image" />
<img src="http://img156.imageshack.us/img156/7323/marineexpansion02.jpg" border="0" class="linked-image" />
<img src="http://img573.imageshack.us/img573/1017/marineexpansion03.jpg" border="0" class="linked-image" />
<img src="http://img825.imageshack.us/img825/5167/screenshot01e.jpg" border="0" class="linked-image" />
<img src="http://img208.imageshack.us/img208/9018/screenshot02y.jpg" border="0" class="linked-image" />
<img src="http://img195.imageshack.us/img195/8089/screenshot03f.jpg" border="0" class="linked-image" />
<img src="http://img156.imageshack.us/img156/9382/screenshot04r.jpg" border="0" class="linked-image" />
<img src="http://img163.imageshack.us/img163/9430/screenshot05p.jpg" border="0" class="linked-image" />
Kind of concerned about low ceilings here...where will skulks go up to hide? Lerks will be restricted too.