Elysium

KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
<div class="IPBDescription">...still alive!</div>Hey guys, I've been mad busy with all kinds of stuff, both with mapping and real life. Not to worry! I have been cranking out some good stuff in Elysium. I've been pretty scattered, just trying to flesh out the basic look of the map. This area just kept being a stumbling block for me, so I put some time into it. Lemme know what you think!

BTW, I already plan for:
More lighting. Running lights along the overhang outside the hangar, plus some (blinking?) lighting up along the girders.
A force field. Some additive effects on the sublight, etc.
Oh, sprites and volumetric on the existing lighting.
Probably something I'm forgetting now, but I'd rather hear your ideas anyway...

And so, with no further delay, the Elysium Hangar:
<i>On final approach...</i>

Comments

  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    <i>And a look from a walkway off the Marine start...</i>
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    Looks really great! I like that door (or whatever) at the end in the first pic.

    Though I'm curious if this is in a area lots of players will be going through, causing lag if the r_speeds also are high... I'm not a mapper nor a playtester so I don't know how much it would affect things.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Oh, nice! This is really great. The griders add to the overall "hanger effect" immensely.

    A quick suggestion: The floor. Is that the texture you created? Looks like it... Now that I see it ingame, it looks a little too clean. I mean, with the current surroundings that is. Dirty walls and clean floor... looks kind of odd. Perhaps if you added some more wear to the floor it would look a little more natural. I mean, I usually don't mind a little illogic here and there, but this kind of stands out. Just a visual thing.

    Other than that, this looks fabulous. Awesome work, can't wait to see more.

    (Note: You mention the future inclusion of more lights... I'd suggest you make a few of those colored accents.)
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    Awesome lighting in the first pic. That ceiling kicks butt. Maybe, since this is a hangar bay, you could add a few small lights on the floor in rows on both sides, kinda like at an airport.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Hehehe! Ken! I knew someone was going to say that! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    Yeah, I agree completely. At some point when I'm inspired to work on textures again I'll see if I can't find something a little more dirty and better suited.

    Tekoa went away to be a camp councilor, so I lost access to his abilities. (And his last couple textures were <i>gooooooood</i> and very well suited to the NS theme, IMO.)

    I'm trying to think up how I'll add some color in the lighting... I'll find some way to do it.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Oh... r_speeds never really exceed 450, and this is probably not going to be a high traffic area. In fact, there is a chance that this "room" will be scenery only.
  • Stupid_PinkyStupid_Pinky Join Date: 2002-02-09 Member: 187Members
    Are those 'griders' 1 brush with strange settings of 4 very thin brushes?
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    The girders are made out of 16 brushes total. The horizontal girders use 8 brushes, with 6 running the length of the hangar and 2 crossmembers. The vertical (diagonal) girders use the other 8 brushes, placed in pairs at both support locations on both sides of the room.

    They use totally standard settings, and I used the same texture for all unculled faces.



    <!--EDIT|Killtoy|June 04 2002,21:14-->
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    If I hadn't known better, I'd almost say you superimposed HUD graphics on a real photo of a runway or a hangar.  Very nicely done lighting, great textures on the runway.  Keep up the good work <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    The first pic didn't really catch my eye, but the second really did. I like how you've set up the girders and tension beams along the walls and ceiling, especially the diagonal stretches.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Amen Yama, I absolutely love the girder work up there, it just looks so right and good! As for the floor texture, like others mentioned, it needs some grim on it. And, some door/forcefield on the back is needed I think, keep up the awesome work!
  • Hida_TsuzuaHida_Tsuzua Lamarck&#39;s Heir Join Date: 2002-01-25 Member: 79Members, NS1 Playtester
    I really like the design.  However I can't get the image of a hive with its tendrils wrapped around those beams.  It's supposed to be a low traffic area though.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Okay, yes, I've been working too long on this. I ran into some crazy engine limitations when I tried to get some runway lights going. Determined not to be beat down, I stuck with it until I finally got something to work.

    First of all, you asked for more color...
    The lighting isn't fianl here, but how about something like this:



    <!--EDIT|Killtoy|June 06 2002,16:12-->
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    And then, those troublesome running lights:
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Still needs fixed:
    The glow sprites on the running lights need to be inversed. Currently they draw when the light is off, and disappear when the light triggers. I've set them to be initally off, but the flag seems to be disregarded. I may have to make a trigger_auto to turn them off at the map start.

    General light tweeking - including making the running light a bit more red.

    I think I'd like a different sky for this map. I like this sky a lot, but I'm afraid it is a little bit much for this scene. I have the same feeling in the bridge area, which faces the same part of the sky.

    ...and thats about it. I'm really ready to move on and get more of this map done. I'm starting to get excited about how it'll look.



    <!--EDIT|Killtoy|June 06 2002,16:24-->
  • SmokeMastaSmokeMasta Join Date: 2002-04-13 Member: 430Members
    damn that looks good killtoy <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • chalupamonkchalupamonk sky h4x0r Join Date: 2002-02-19 Member: 227Members, NS1 Playtester
    Wow, KT, that looks superb.  I really love the lighting you've got going on in the second pics, and the beams and support bars really add a <b>lot</b> to the image.  What do you mean about the sky being too much, though?  As in, too over-the-top with mr. lens-flare?  or something else?
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    Yeh, chal, I think that is what he means.  It looks fine to me, but I can see where he is coming from thinking it is over the top.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    I gave the sky the best possible angle in the screenshot, but when you're standing more straight-on to the hangar the starfield is mostly a white blur.

    It just conflicts with the ambience I've created in both this room and the Bridge. What I may do is rename the different sides of the sky, effectivly rotating so a different side faces the hangar. We'll see.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    wow looks awesome! I love the doors at the far end and the opening to space, looks very believeable
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Wow, nice red lighting there. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Exactly what I wanted to see with in that room! The mood in the room is just awesome. Very atmospheric.

    Concerning the sky. I agree... it needs to be darker. Less vibrant, and busy or active. A simple starry sky would probaly work best here... otherwise it really distracts from the mood being set here, and actually the believability of the setting. It's a very nice sky, but it doesn't fit here well.

    Other than that.... Mmmm...
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