Ns_cygnus
Bytor
Join Date: 2002-11-19 Member: 9323Members
<div class="IPBDescription">preliminary pics</div> Hey folks ... I decided to take the plunge and make an NS map. I've never done mapping in anything like World Craft before, so it's slow going as I climb the learning curve, but I find it quite rewarding.
Anyway, I've finished the overall layout, chosen the room names and texture styles, and now I've begun construction of the actual rooms. I decided to start with one hive and build it completely before moving on. I know this is a bit against recommended procedure, since you can quickly hit the engine limits before you get half your rooms done, but I wanted to make sure I had the ability to come up with rooms that I find appealing. I'll do the rest of the layout in rough-cut form, then go back and add details after.
So here are a couple shots of the room. This will be the "Liquid Sample Containment" hive. The hive entity itself is tucked between a couple of the tall black tanks along the side. The shots are taken from each of the two spots where there will be entrances into this room. The first is down on the ground floor, and the second is from the opposite end, up on the catwalks.
Feedback and suggestions are welcomed. Thanks!
<img src='http://www.tribes2maps.com/graphics/misc/cygnus_hive1.jpg' border='0' alt='user posted image'>
<img src='http://www.tribes2maps.com/graphics/misc/cygnus_hive2.jpg' border='0' alt='user posted image'>
Anyway, I've finished the overall layout, chosen the room names and texture styles, and now I've begun construction of the actual rooms. I decided to start with one hive and build it completely before moving on. I know this is a bit against recommended procedure, since you can quickly hit the engine limits before you get half your rooms done, but I wanted to make sure I had the ability to come up with rooms that I find appealing. I'll do the rest of the layout in rough-cut form, then go back and add details after.
So here are a couple shots of the room. This will be the "Liquid Sample Containment" hive. The hive entity itself is tucked between a couple of the tall black tanks along the side. The shots are taken from each of the two spots where there will be entrances into this room. The first is down on the ground floor, and the second is from the opposite end, up on the catwalks.
Feedback and suggestions are welcomed. Thanks!
<img src='http://www.tribes2maps.com/graphics/misc/cygnus_hive1.jpg' border='0' alt='user posted image'>
<img src='http://www.tribes2maps.com/graphics/misc/cygnus_hive2.jpg' border='0' alt='user posted image'>
Comments
I can tell you know what you're doing in regards to construction, if not necessarily in this editor. Definitely think the architecture looks solid. One thing I'd try to do, though... you've done a great job of getting a dim moody feel from the lighting -- but the light is everywhere, which kills a good portion of the effect. Try getting some more shadows in place (or, alternatively, small highlights - slight coloration works best there, I've found). That'll get more of the contrast (pee-wee's playhouse goes wild at the word of the mapping forum) that could really define this area for you.
Nice start. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
As KFS said, the lighting just needs a little more variation. Lighting's one of the more difficult things to get right, so no worries at this stage.
Good work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
The room actually has quite a few shadows, especially around the tanks. I may have ruined the lighting affect a bit because I brightened the shots up a bit in photoshop since they seemed too dark when I viewed them on the web.
However, are you saying I should have less light overall, and/or move the lights closer to the brushes so that there are brighter areas and thus more shadowy areas? I think that could look great. I'm also considering adding some glow around the lights to give it a bit more of a steamy appearance.
(Edited for typos)
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if you have a look in the mapping forum FAQ there is a formula for properly gamma adjusting your screenshots