NS2_Simeon by FMPONE

fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
<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)
«134

Comments

  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <img src="http://i.imgur.com/A3rBp.jpg" border="0" class="linked-image" />
    <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" />
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    YES! it's dark... I have no idea how psykoman lit his maps so well, and I might not end up brightening it any lmfao... style over substance??!?!
  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    looks like you got something interesting going on, but you cant really see it because of the darkness.
    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.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    the second shot is the furthest along, and the first is the most incomplete, so that's a bit of input as to the lighting I want to finish with
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    edited July 2011
    Unfortunatly due to either the darkness of the map or my monitors overall brightness leveli can barely make out anything in there but random walls and some various other architecture, try brightening it up slightly with a few more light sources.

    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.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1858093:date=Jul 5 2011, 06:44 AM:name=Janos)--><div class='quotetop'>QUOTE (Janos @ Jul 5 2011, 06:44 AM) <a href="index.php?act=findpost&pid=1858093"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Unfortunatly due to either the darkness of the map or my monitors overall brightness leveli can barely make out anything in there but random walls and some various other architecture, try brightening it up slightly with a few more light sources.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1858093:date=Jul 5 2011, 06:44 AM:name=Janos)--><div class='quotetop'>QUOTE (Janos @ Jul 5 2011, 06:44 AM) <a href="index.php?act=findpost&pid=1858093"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Unfortunatly due to either the darkness of the map or my monitors overall brightness leveli can barely make out anything in there but random walls and some various other architecture, try brightening it up slightly with a few more light sources.

    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
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    edited July 2011
    Use atmospheric lights to give an "ambiance" to the room. It's a quick and dirty way to brighten up a room.

    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.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    The ambient lighting is the way to go. Keep in mind you really don't see much illumination until the intensity is upwards of 25, I usually shoot for around 50 and use darker colors....blues,greys,greens....ect....
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Looks awesome, heaps of atmosphere. Hope you'll add more details and not give up the map.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    edited July 2011
    <img src="http://i.imgur.com/PJ5yo.jpg" border="0" class="linked-image" />

    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!
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Nice. Those 3 yellow lights on the right side look a bit pointless, and the light around them is white...so what are they lighting up? It's just 3 spots of yellow which doesn't look good on the steely material. That platform on top of the yellow lights would look better if it was mesh or strips of metal rather than solid.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1858144:date=Jul 5 2011, 12:18 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jul 5 2011, 12:18 PM) <a href="index.php?act=findpost&pid=1858144"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nice. Those 3 yellow lights on the right side look a bit pointless, and the light around them is white...so what are they lighting up? It's just 3 spots of yellow which doesn't look good on the steely material. That platform on top of the yellow lights would look better if it was mesh or strips of metal rather than solid.<!--QuoteEnd--></div><!--QuoteEEnd-->

    verrrrry helpful. believe it or not I never thought of just deleting them! thanks peregrinus
  • BlasphemyBlasphemy Join Date: 2008-05-02 Member: 64201Members, NS2 Playtester, Subnautica Playtester
    edited July 2011
    Since my monitor seems to be able to show a higher range of vision in looking at dark maps, I gotta say. I REALLY REALLY like those first four shots in your opening post. The feel to me is much like Portal 2 in a lot of the old aperture places.

    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.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    <!--quoteo(post=1858144:date=Jul 5 2011, 10:18 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jul 5 2011, 10:18 AM) <a href="index.php?act=findpost&pid=1858144"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nice. Those 3 yellow lights on the right side look a bit pointless, and the light around them is white...<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1858167:date=Jul 5 2011, 02:18 PM:name=Blasphemy)--><div class='quotetop'>QUOTE (Blasphemy @ Jul 5 2011, 02:18 PM) <a href="index.php?act=findpost&pid=1858167"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Since my monitor seems to be able to show a higher range of vision in looking at dark maps, I gotta say. I REALLY REALLY like those first four shots in your opening post. The feel to me is much like Portal 2 in a lot of the old aperture places.

    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
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    edited July 2011
    <img src="http://i.imgur.com/Jddwf.jpg" border="0" class="linked-image" />

    aaand with that i'll stop bumping for a while, until I have more to show. thanks one and all
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    The last screenshot certainly looks more interesting, considerably brighter, have you thought about taking a few more screenshots at different angles and elevations so we can get a better view of the room?
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    edited July 2011
    and just as things start going well I run into a bizarre issue where if I look in a certain direction of my map, everything goes black. when I hit f on the alien team I can see my jaws as a skulk... over total blackness... not sure wtf it's about, but it was triggered by my playing with lighting, because prior to doing that it wasn't a problem (and unfortunately because of it I can't show you any shots of my favorite part of the map, the octagon room/"tower keep")... anyways, here's the result of my tinkering

    <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
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    nevermind, lol

    <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
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Love the dark cavern area....want to fly around in there as a lerk :D

    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.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1858306:date=Jul 6 2011, 05:15 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jul 6 2011, 05:15 AM) <a href="index.php?act=findpost&pid=1858306"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Love the dark cavern area....want to fly around in there as a lerk :D

    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
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    Well it's all looking so much better and more atmospheric than previously, reminds me heavily of Alien the original one.
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    Darn, I really liked the darker original look - it seriously looked like a horror movie/game setting, and it looked GREAT. But eh, gameplay comes first, and you need to be able to see to play, right? :P

    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
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1858492:date=Jul 6 2011, 11:57 PM:name=Deadzone)--><div class='quotetop'>QUOTE (Deadzone @ Jul 6 2011, 11:57 PM) <a href="index.php?act=findpost&pid=1858492"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Darn, I really liked the darker original look - it seriously looked like a horror movie/game setting, and it looked GREAT. But eh, gameplay comes first, and you need to be able to see to play, right? :P

    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!
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    This is going to be a great map! I love love love the lighting! =]
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    edited July 2011
    Have to keep in mind that the marines don't have that lovely alien Vision mode, us mortals have nothing but a crappy flashlight to light our way through these very dark sections. Could still hang onto that dark atmosphere but have it get progressively darker the closer you get to the alien hive, also looking back at your original screenshots if an alien were to take out a powernode it wouldn't make a difference to the lighting in those areas since it's pretty much pitchblack as is.

    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.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    thread has been a little quiet the last few days, take my word though, things are going swimmingly. some new shots soon
  • SquartSquart Join Date: 2011-06-20 Member: 105481Members
    edited July 2011
    I like your style fmpone. Lightning is unique, I haven´t seen purple so far in any other map + your open spaces do look nice :). do you have an Map overview? Can´t wait to test your map :).
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    I've only drawn my overviews out on paper ATM, but I'm certain of how everything will be.... Huge
Sign In or Register to comment.