schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
very nice! I think the foliage is perfect :)
I think lighting wise it would look awesome if the main light source was from the outside (like a star basically) so that you would get some really cool shadows through those amazing grates on the bio dome. And then complement that with some fluorescent lights - but not so bright like it is now ( i know its still WIP) :)
also you might need to add some more cover against jetpackers like they did in ns2_docking in generator.
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited January 2013
Currently I get between 45 to 50ish FPS in that room on max graphics and I dont have the most uptodate pc
I have tweaked the room a little, I am in the process of putting a lit walkway around the area, the rest of the room lighting is external and is not affected by the power node. I have also added some trees.
Looking really good. I would suggest getting a nice lush grass texture to go over the mud, rather than mute the pallet through dropping down the lighting, that would make it look really nice :p
dude I love this, you have already succeeded to capture that green look and managed to differentiate it from the bunch with a very smart use of a few plant props, looking forward for more updates!
Great execution. I do say perhaps build some structure around the tech node to give it some.. place. Why would a tech node be in the dirt? Also, some light from those lights around the dome ceiling would be nice... and some atmospheric volume. :)
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
yeah that will be the plan alibi I do have several ideas on finishing the tech areas in the bio dome just not sure where to start (if that makes sense). As for the lights and atmospherics indeed plan to add this but that will come later when I am close to getting it tested.
Currently working on the northern bio dome and the access areas between south and north bio domes. Should be able to make progress on this a lot faster with what I have learned so far. Pictures will follow at some point.
Your architectures are just fantastic, but lightning seems still not as good as your designs. But it's what easily(relatively) to be improved. Nice job.
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Alpha version 2has been updated to the workshop
Changelog
Changed ventilation its now known as hydroponics
Changed the layout of Biodome Control
Revealed some of the external parts of the map (1 area only )
Map is still grey boxed. Lighting is basic (all white cept for 1 area)
Note the pictures above do not represent any of the current ingame areas.
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
once the layout works well I will start adding more of that stuff in, next update will address the feedback I got on sunday concerning the north west side of the map.... still got to wait for the biodomes tho I might add some props in
xtcmenJoin Date: 2004-04-20Member: 28040Members, Squad Five Blue
Your lighting could use some work. Can I recommend to use low intensity, large range lights to give the room a nice foundation, and then use high intensity spot lights on your props to give off light from your props. It looks more realistic, and everything is much smoother! Refer to my "evolution of organ donation." The first set of screens look similar to your screen shots, and the last few pictures use this technique.
WOW hallways. The south side had a nice layout though. North and south biodome need a reason to have more combat in there. It's a cool idea for a room but it felt like there wasn't a lot of point in going there. Although it was just one play through. I'd like to try again next Sunday.
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Yes I hear you for the upcoming test the entire marine start along with most of the north west of the map has been redone to remove corridors and that stupidly long line of sight but I also bring you this
First I showed you these basic trees
But now I give you this
could be one hell of a deadly tree so you best watch out marines
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited March 2013
Alpha release version 3 - Changelog
Marine start has been redone
Area known as Communications is now Asteroid Tracking and again been redone
West Airlock - Partly redone
Central Biodome is now part of Northern Biodome
RT has been moved from BioDome checkpoint to Northern Biodome
Hydroponics to Control + South Biodome corridor - Minor alteration at the end of the corridor
Line of sight issues fixed
Map reduced in size by approx 20% (North West side of the map)
Trees did not make it in to this version of the map!
Comments
Just remove some plants, it looks a bit cluttered and confusing especially for Skulks.
<img src="http://s14.postimage.org/vmebuv2nl/South_Biodome_2.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Omg this is what i always wanted!! Just fantastic. I'm impressed.
I think lighting wise it would look awesome if the main light source was from the outside (like a star basically) so that you would get some really cool shadows through those amazing grates on the bio dome. And then complement that with some fluorescent lights - but not so bright like it is now ( i know its still WIP) :)
also you might need to add some more cover against jetpackers like they did in ns2_docking in generator.
very awesome though.
I have tweaked the room a little, I am in the process of putting a lit walkway around the area, the rest of the room lighting is external and is not affected by the power node. I have also added some trees.
<img src="http://s14.postimage.org/4ppr8ok4x/South_Biodome_1.png" border="0" class="linked-image" />
<img src="http://s8.postimage.org/nys7gv83p/South_Biodome_3_No_Power.png" border="0" class="linked-image" />
looking awesome love it
looking awesome love it<!--QuoteEnd--></div><!--QuoteEEnd-->
5 words
looking freaking awesome love it
Also, some light from those lights around the dome ceiling would be nice... and some atmospheric volume.
:)
Currently working on the northern bio dome and the access areas between south and north bio domes. Should be able to make progress on this a lot faster with what I have learned so far. Pictures will follow at some point.
Connecting room from South Biodome to Biodome Control room
Biodome control room (to bright ?)
Outside shot from Northern Biodome (still need to work on the lighting)
random corridor used as storage
And your Biodome looks a pretty nice location for annoying lerkspikes and jetpacks.
Changelog
Changed ventilation its now known as hydroponics
Changed the layout of Biodome Control
Revealed some of the external parts of the map (1 area only )
Map is still grey boxed. Lighting is basic (all white cept for 1 area)
Note the pictures above do not represent any of the current ingame areas.
http://imgur.com/a/qkNTJ#0
First I showed you these basic trees
But now I give you this
could be one hell of a deadly tree so you best watch out marines
Calm down, and only put them where you need them.
Marine start has been redone
Area known as Communications is now Asteroid Tracking and again been redone
West Airlock - Partly redone
Central Biodome is now part of Northern Biodome
RT has been moved from BioDome checkpoint to Northern Biodome
Hydroponics to Control + South Biodome corridor - Minor alteration at the end of the corridor
Line of sight issues fixed
Map reduced in size by approx 20% (North West side of the map)
Trees did not make it in to this version of the map!