NS2_Simeon by FMPONE
<div class="IPBDescription">w.i.p.</div>Hi guys, here's my map. I'd put it at 25% done or less... I want it to be ambitious! Still so much work to do, I'm worn down already. Anyways, this is what's known as "blowing your wad" because I won't have anything more to show for a long time, at least not in this quantity. In my experience, as good as map looks in the preliminary stages, it's the details that count in the long run, and in that regard things can only get better from here.
Anyways, this post constitutes the middle of the map/marine side of things (marine spawn still WIP, and not pictured below). I'll be quite happy to answer any questions, after this loud and annoying message...
!!THESE SHOTS ARE WIP!!
sorry for awful .jpeg compression, I have a bad computer
<img src="http://i.imgur.com/aAeGD.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/ZRzg5.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/llRzN.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/P5dZy.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/XZ3Bk.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/YIQTs.jpg" border="0" class="linked-image" />
^this is a skybox shot, that's why the detail is sooooo low (but it looks hawt in-game)
Anyways, this post constitutes the middle of the map/marine side of things (marine spawn still WIP, and not pictured below). I'll be quite happy to answer any questions, after this loud and annoying message...
!!THESE SHOTS ARE WIP!!
sorry for awful .jpeg compression, I have a bad computer
<img src="http://i.imgur.com/aAeGD.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/ZRzg5.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/llRzN.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/P5dZy.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/XZ3Bk.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/YIQTs.jpg" border="0" class="linked-image" />
^this is a skybox shot, that's why the detail is sooooo low (but it looks hawt in-game)
Comments
<img src="http://i.imgur.com/b02Ab.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/YHnw4.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/aIN4a.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/2s048.jpg" border="0" class="linked-image" />
a darker area or room is ok, but when the whole map is as dark as this it makes it harder for marines.
I would like to play the map in it's current state in a game like killing floor.
Mostly to get the perfect lighting style and brightness is just a case of trial and error, play around with various colours and brightness. Try and find which colours compliment each other well e.g. light blue + light green. If your going to go with white to brighten up your map then best to add small bits of red and dark blue and possibly a bit of orange to break it up, same as what you would do with architecture, to make it all look more pleasing to the eye aswell as not so bland. Just experiment with the lighting and sort out a lighting style/theme, usually i have one sorted before I get too far into my map, long before i have done layout i get the style and theme of the lighting and visual look sorted, if you look at my map ns2_serva you can see that i'm only half way through completing the the marine spawn but i've got the lighting style and the level of brightness i want for the rest of the map as well as the visuals.
I tend to find it helps a lot to get those sorted before carrying on because the architecture to me is only half of the map, the lighting is what gives it it's character and soul, without the prefect lighting style everything is just bland and colourless.
So just play around with everything and eventually you will get it, to me it's actually more fun finding the right lighting.
EDIT: After bending the laptop's monitor down i can actually make out a bit more architecture and from what i can make out it looks pretty solid, still need to brighten it up slightly to make out the rest.
Damn. I'll relight the place later today then and see what comes of it... No use having you guys stare into a black pit lol
Mostly to get the perfect lighting style and brightness is just a case of trial and error, play around with various colours and brightness. Try and find which colours compliment each other well e.g. light blue + light green. If your going to go with white to brighten up your map then best to add small bits of red and dark blue and possibly a bit of orange to break it up, same as what you would do with architecture, to make it all look more pleasing to the eye aswell as not so bland. Just experiment with the lighting and sort out a lighting style/theme, usually i have one sorted before I get too far into my map, long before i have done layout i get the style and theme of the lighting and visual look sorted, if you look at my map ns2_serva you can see that i'm only half way through completing the the marine spawn but i've got the lighting style and the level of brightness i want for the rest of the map as well as the visuals.
I tend to find it helps a lot to get those sorted before carrying on because the architecture to me is only half of the map, the lighting is what gives it it's character and soul, without the prefect lighting style everything is just bland and colourless.
So just play around with everything and eventually you will get it, to me it's actually more fun finding the right lighting.
EDIT: After bending the laptop's monitor down i can actually make out a bit more architecture and from what i can make out it looks pretty solid, still need to brighten it up slightly to make out the rest.<!--QuoteEnd--></div><!--QuoteEEnd-->
I've just taken a look at your map and I think you're really onto something. I'll have to seriously reevaluate where I go from here or if it's a better idea to start things a bit from scratch, I'm worried I used the darkness as a crutch. I'll have to test things out, and make some changes
I personally use it as a ambient occlusion replacement, to give rooms a dim glow. It'll brighten up your room without making more and brighter lights.
EDIT: Uh, not atmospheric. I forgot the name of them, it's the ones that have multiple colors and are dim.
here's an updated shot of the most complete room, still not quite right, needs work... but at least you can actually SEE it
side by side: <img src="http://i.imgur.com/ZRzg5.jpg" border="0" class="linked-image" /> <img src="http://i.imgur.com/PJ5yo.jpg" border="0" class="linked-image" />
let me know what you think!
verrrrry helpful. believe it or not I never thought of just deleting them! thanks peregrinus
That being said, the tech point in the center of the big cylindrical shaft looks like it needs more work. I don't particularly like those tiles popping up to be walls of the catwalk, especially since they would be too fat for walls, and too short. It seems they would be more prone to trip you than to keep you on the thing. I suggest changing the center point to use a more octagonal shape, and using the diagonal fence railing models. Then for the passageways to the point, you could make it out of scaffolding and catwalks.
As for the brightness values in your last post, I feel as though the middle one strikes a chord the best, to me. But to improve on it, I suggest that you keep the top arch lights bright, or space them out to not cover the entire arch, so that the darkness of it makes more sense. The back white wall (on the right) looks as though it could work if you went half way between the dark and bright screenshots. And for getting the catwalk in the far back to appear more, maybe try and have small lights strewn throughout it as if it were some kind of Christmas tree.
I would try a softer yellow, maybe more towards a grey. Move the lights away from the prop, increase radius and decrease intensity. That should allow you to keep them but blend better with the area.
That being said, the tech point in the center of the big cylindrical shaft looks like it needs more work. I don't particularly like those tiles popping up to be walls of the catwalk, especially since they would be too fat for walls, and too short. It seems they would be more prone to trip you than to keep you on the thing. I suggest changing the center point to use a more octagonal shape, and using the diagonal fence railing models. Then for the passageways to the point, you could make it out of scaffolding and catwalks.
As for the brightness values in your last post, I feel as though the middle one strikes a chord the best, to me. But to improve on it, I suggest that you keep the top arch lights bright, or space them out to not cover the entire arch, so that the darkness of it makes more sense. The back white wall (on the right) looks as though it could work if you went half way between the dark and bright screenshots. And for getting the catwalk in the far back to appear more, maybe try and have small lights strewn throughout it as if it were some kind of Christmas tree.<!--QuoteEnd--></div><!--QuoteEEnd-->
Great stuff, we'll see about the octagonal room when I go to light it, but in my experience you walk smoothly over the little embankment and despite all odds it came together so well, so I'm sort of terrified to lose it! Haha
aaand with that i'll stop bumping for a while, until I have more to show. thanks one and all
<img src="http://i.imgur.com/E0Ulc.jpg" border="0" class="linked-image" />
^the texturing and lighting is totally basic and wip, this area is relatively new
<img src="http://i.imgur.com/MI9kg.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/u5eO0.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/ZRuSB.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/OTZCZ.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/HAuJH.jpg" border="0" class="linked-image" />
death from above....
<img src="http://i.imgur.com/tiCq7.jpg" border="0" class="linked-image" />
a lot of shots of that main room, because its the center of the map. it has 7 entrances currently
<img src="http://i.imgur.com/BIbm6.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/yUoWf.jpg" border="0" class="linked-image" />
its just a room but its my favorite room
One thing in that last room you say is your favourite; what is the function of the room? It looks like a dungeon or something.
One thing in that last room you say is your favourite; what is the function of the room? It looks like a dungeon or something.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's a lot of fun to do that, trust me. And dungeons are cool, right? I'll just turn it into more of a techno scene later down the line
I love what you're doing with the ceilings. High, expansive rooms with lots of crawly spaces. This kind of vertical space is what makes the game interesting for aliens, and I love that you're doing it while keeping the rooms so "open" that the marines have a good view.
Can't wait to see more
I love what you're doing with the ceilings. High, expansive rooms with lots of crawly spaces. This kind of vertical space is what makes the game interesting for aliens, and I love that you're doing it while keeping the rooms so "open" that the marines have a good view.
Can't wait to see more<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you. I myself found the darker shots really nice and natural looking when I was just looking over them again, so I'll try to come up with a compromise solution to figure out what balance I can strike for the sake of style and gameplay.
More shots coming tomorrow!
I personally perfer the new and improved lighting style, it's still moody and carries with it that haunted house creepy look but it's still well lit enough for marines to wander around without having to constantly use their flashlights.