It is textured, maybe not on a professional level, but every face in the map has a texture. Also every room is enclosed with occlusion geometry. Since it is going away from the NS2 industrial theme, I had to stretch some textures in order to get certain color themes. Maybe that is what you saw? Just take a stroll in the map and check it out :)
I could play a few rounds on the map yesterday and I might want to make the Temper techpoint (middle West) a non start techpoint. It is easy to get cut off there if someone is controling Forge, the room in front of it. Especially if you need a cyst chain in order to expand. So I would take that out as alien start. then there would be 2 possible starts left in the north for aliens vs (SW)Tempel as marine start vs the 2 "middle" techpoints as expansions. Do you think that would work out?
And the lighting is just the first version and there for atmosphere/color feedback. You already told me that yakushima is too dark, so I made it a bit brighter ;) But in my vision, dark corners add to the cover system of a map, so I am a bit reluctant if I have to make things brighter. What do you exactly mean, what is too dark? The vents, some corridor ceilings with cover or do you mean the overall brightness in normal rooms? I have only a few light sources per room and I want to work on that, so any opinion on that beside my own thoughts are appreciated! Maybe overhauling the lighting could bring forth a competitive version of the map. I am willing to work together with competitive players for this regard.
As for untextured pictures, I was refering to screenshots like these: <img src="http://i.imgur.com/hXpIv.jpg" border="0" class="linked-image" /> <img src="http://i.imgur.com/NhrfO.jpg" border="0" class="linked-image" /> But I guess you already finished that! To my defense, I didn't load up the map, yet :)
I think you are right about the spawns now that I think about it, 2 possible alien starts and 1 marine start could work really well also!
As for the lighting, it is screenshots like these that makes me write that: <img src="http://i.imgur.com/EEhCs.jpg" border="0" class="linked-image" /> <img src="http://i.imgur.com/2pgR6.jpg" border="0" class="linked-image" /> Obviously I haven't seen it ingame myself yet. But I think creating a few more spotlights/increasing range of some lights can help with that. You cant see some parts of some faces, it's all black in some places. Dark corners are not hiding spots, proper hiding/ambushing spots are made by geometry. People will be annoyed by the darkness and crank up their gamma to crazy values, which makes the rest of the map/game look bad. At least that is my experience.
Hope this clears up what I meant :) I will probably load up the map during the next few days and give it a proper walkthrough :)
Those pics are from three months ago. Look at post #3 or the workshop for actual lighting. I already added more lights to that room and made it brighter. But you are right it still has some corners on the ceiling that are very dark for ambushes. Would you recommend to avoid such spots? The mapping guide said it is OK to add such spots because of the awesome flashlight in the game ;) I have to play the game without atmospherics because of the exo fire making my PC crash, so the flashlight atmospherics aren't hindering my view. Hmm, is that the reason against dark corners? Noone is using the flashlight? I tested it while mapping and you can light out every corner of the map with ease. Or is it that you should see the whole room and every corner without using the flashlight in order to decide faster what threats are present? Is that the most important thing in a competition? Man, if I could interview a few clans that would really help to map more efficient ^^
Anyways, thanks for looking at the map for real! :)
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited January 2013
<!--quoteo(post=2065833:date=Jan 24 2013, 10:42 AM:name=[AwE]Sentinel)--><div class='quotetop'>QUOTE ([AwE]Sentinel @ Jan 24 2013, 10:42 AM) <a href="index.php?act=findpost&pid=2065833"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyways, thanks for looking at the map for real! :)<!--QuoteEnd--></div><!--QuoteEEnd--> Oh, my mistake! I probably should have looked at the map in-game before giving feedback :P I think you should avoid making completely black corners, dark corners add to the atmosphere of the map and that's good. If you get what I mean. Most competetive players play without atmospherics, because of what it does to the flashlight/sight. I guess some use the flashlight, while others don't, the official maps are generally bright enough to make it not needed. It's personal preference I think.
This cup should give you alot of feedback from clans. =)
<!--quoteo(post=2065625:date=Jan 23 2013, 11:59 PM:name=killer monkey)--><div class='quotetop'>QUOTE (killer monkey @ Jan 23 2013, 11:59 PM) <a href="index.php?act=findpost&pid=2065625"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sadly theres no way Origin can be in this. In fact it wont be done until the biodome art set is done.<!--QuoteEnd--></div><!--QuoteEEnd--> This makes me sad :( origin was my favorite ns1 map. Anyway, I hope that you will have it ready for the second custom map cup and season 3 around august/september :D
Any word on the maps picked for this? I want to get them into my servers rotation.
The 7 maps in the OP stated as being considered are the ones we are planning to have in the cup. Whether they get picked up for actual league play is up to the players of the cup.
We are currently in the planning phase of the cup, and are looking forward to alot of games on these maps next weekend!
Comments
I could play a few rounds on the map yesterday and I might want to make the Temper techpoint (middle West) a non start techpoint. It is easy to get cut off there if someone is controling Forge, the room in front of it. Especially if you need a cyst chain in order to expand. So I would take that out as alien start. then there would be 2 possible starts left in the north for aliens vs (SW)Tempel as marine start vs the 2 "middle" techpoints as expansions. Do you think that would work out?
And the lighting is just the first version and there for atmosphere/color feedback. You already told me that yakushima is too dark, so I made it a bit brighter ;) But in my vision, dark corners add to the cover system of a map, so I am a bit reluctant if I have to make things brighter. What do you exactly mean, what is too dark? The vents, some corridor ceilings with cover or do you mean the overall brightness in normal rooms? I have only a few light sources per room and I want to work on that, so any opinion on that beside my own thoughts are appreciated! Maybe overhauling the lighting could bring forth a competitive version of the map. I am willing to work together with competitive players for this regard.
text<!--QuoteEnd--></div><!--QuoteEEnd-->
As for untextured pictures, I was refering to screenshots like these:
<img src="http://i.imgur.com/hXpIv.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/NhrfO.jpg" border="0" class="linked-image" />
But I guess you already finished that! To my defense, I didn't load up the map, yet :)
I think you are right about the spawns now that I think about it, 2 possible alien starts and 1 marine start could work really well also!
As for the lighting, it is screenshots like these that makes me write that:
<img src="http://i.imgur.com/EEhCs.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/2pgR6.jpg" border="0" class="linked-image" />
Obviously I haven't seen it ingame myself yet. But I think creating a few more spotlights/increasing range of some lights can help with that. You cant see some parts of some faces, it's all black in some places.
Dark corners are not hiding spots, proper hiding/ambushing spots are made by geometry. People will be annoyed by the darkness and crank up their gamma to crazy values, which makes the rest of the map/game look bad. At least that is my experience.
Hope this clears up what I meant :) I will probably load up the map during the next few days and give it a proper walkthrough :)
Anyways, thanks for looking at the map for real! :)
Oh, my mistake! I probably should have looked at the map in-game before giving feedback :P
I think you should avoid making completely black corners, dark corners add to the atmosphere of the map and that's good. If you get what I mean.
Most competetive players play without atmospherics, because of what it does to the flashlight/sight. I guess some use the flashlight, while others don't, the official maps are generally bright enough to make it not needed. It's personal preference I think.
This cup should give you alot of feedback from clans. =)
<!--quoteo(post=2065625:date=Jan 23 2013, 11:59 PM:name=killer monkey)--><div class='quotetop'>QUOTE (killer monkey @ Jan 23 2013, 11:59 PM) <a href="index.php?act=findpost&pid=2065625"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sadly theres no way Origin can be in this. In fact it wont be done until the biodome art set is done.<!--QuoteEnd--></div><!--QuoteEEnd-->
This makes me sad :( origin was my favorite ns1 map. Anyway, I hope that you will have it ready for the second custom map cup and season 3 around august/september :D
We are currently in the planning phase of the cup, and are looking forward to alot of games on these maps next weekend!