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<div class="IPBDescription">ideas / help / map thread blah</div>Part of my WIP, looking for more of a theme. Ideas on what to put in the out of reach areas behind the windows? (ignore all the other arch / lites that are not complete)
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<img src="http://i.imgur.com/CBwYN.jpg" border="0" class="linked-image" />
Comments
Was thinking rocks/pipes for outside maybe? Pretty much inspired by Ayumi start, simple and clean. Not sure what to do next with this though, hit a wall.
Don't know what to do? Move on to next room. If your new room teaches you more you can come back to MS for tweaks.
:D
If you've hit a wall, that's because you've about finished that area in my opinion. Some ideas:
-Tear up the bottom tiles (this may not suit the clean stye you're after)
-Add some dramatic shadows across a wall or two
-Add some texture-based lights
-Add some hanging wires/cables that sweep across the whole scene
-Implement some fans or other dynamic stuff
<img src="http://i.imgur.com/BxchX.jpg" border="0" class="linked-image" />
Just curious,what layout, how many tech points, resource points, and what do you plan to name your map? if your struggling to come up with any of these i'm sure we can help you out.
The room is a tech point. It is a build area. I'm not going to put random elevations inside this basic room.
I think he was suggesting that the floor looks like it's been "painted on". It contrasts with the geometry of the rest of the room.
<img src="http://i.imgur.com/bbqkj.jpg" border="0" class="linked-image" />
PS. There's some minor elevation there, wowee!
Keep it up, and keep posting more shots.
The computer lighting is a bit too strong to be honest and it's not finished but bleh, why not show,
<img src="http://i.imgur.com/Vcmpg.jpg" border="0" class="linked-image" />
It's not going to set the world on fire but a suggestion or two may help
Like right now, my computer monitor is lighting my entire bedroom, it's not that bright, but it is constant throughout the room more or less.
Personally I like being able to see the map, rather than it being horribly dark, it fits the clean theme, looks a bit like an NS1 map actually.
And yeah Chris, I'm aiming for a more NS1 style. A lot of feedback I see on the forums are that maps seem too dark and that wall walking seems impractical because walls are just junked up with props. So I'm looking to place them better with a hard theme, something Veil and Eclipse did really well was sticking hard to a theme and not moving from it and I hope NS2 players will appreciate that.
Too many designers are focusing too much on propping up and making it look like they've put a lot of effort in to it when they're distracting from the fact they've not actually thought about the game play or what their map is actually about in way of theme. I'm going simpler and hopefully, this'll give improved game play and atmosphere.
Same here, not everyone wants to play on dark maps, the lighting models may be a bit small but a small bulb can output a lot of light so im not sure it's so illogical as he thinks, also i agree with konata about the use of models to add detail, too many over use them, pipes and grating everywhere gets old, there's something to be said for the simpler style and i hope more mappers realise it.
Now that isn't necessarily a bad thing, those computers for example add a nice bit of detail with their geometrical complexity, but they work because they contrast nicely with the much flatter walls.
Plus, you can add geometric detail without it looking cluttered, those nice octagonal floor plates you had in the other picture look very nice, and more floor tiles on that theme would go nicely.
<img src="http://i.imgur.com/BxchX.jpg" border="0" class="linked-image" />
Looking at this image for example, you see the roof has plenty of detail in it, but it is done in such a way that it doesn't make the room cluttered, the detail is set into a natural recess of the design, and there is plenty of clean space around it so the room is nice and open.
The cluttered theme does work, but all the maps currently use it, and I'd like some variety, this is much more along the lines of the biodome theme they showed at the end of the mineshaft teaser, and I am glad that both are going to be in the game.
If I had one suggestion, your corners need chamfering. They look too harsh at the moment, so a slight chamfer to just soften the transition a bit would go a long way. I don't think spark has a chamfer tool admittedly, but you could achieve the same effect by slicing a line next to the one on the corner, and then positioning the two so they soften the corner a bit. Or you could try overlaying the corners with some props, if you can find one that fits. You could also possibly put some minor geometric density on your wall plates, not enough to make it look cluttered, but so that when you get closer the detail comes into view, and it doesn't look 'low res' I suppose you'd call it.
/personal opinion
<img src="http://i.imgur.com/Oxw6T.jpg" border="0" class="linked-image" />
You can check out the stair props and their physics with the viewer.exe by activating view->physics.
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