And Nay, he did say that it uses parallax mapping <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I like the style its sort of DM like Quaz <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Below is one of the few screenies I'm gonna give out for a map that im 30% through doing at the moment. It's just a random corridor which took my liking when running around.
Just a little lighting test for an NS2 map, in Source <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Posting some new pictures of co_bluebay its out all ready, not public yet. I called it co_bluebay_omega i have to make few more changes (2-3 weeks more needed) then i start my topic again and wait for your comments. I had to remade all of it. Now r_speeds are good now, better brush work and texturing (7 new textures made). Rooms are'nt so borring right now, had to make some significante changes in rooms entrances to lower w_poly and tweak up gameplay (had to give aliens more advanteges, more hiding spots and vents). Just for now pictures, file latter. I hope you like it. Have to tweak up marine start, make hive room litle bit bigger and fix invisible wall, when i do that i will post finished version. Wish me luck <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> One more thing this topic gives me inspiration and will to finish my map.
@carnage: Thx for the bluebay textures btw. They are coming in quite handy (though I have yet to come up with anything releasable...)
I suppose I could help ya with the map, if you want.
@All others, especially Mendasp: GREAT pics! Mend, I like the pillars. What people have to think about is that in the time setting of NS, wireless computer networking will be twenty times faster than it is today. Think about that one for a minute everyone!
If you're not going to use that room in a map, may I have it?
i like the structure, but your lighting is very flat. if you added light coming off the monitors, one light for each monitor, I think it would be greatly improved. lower the intensity of the overhead lights a tad too. by maybe 25-50
Couple variations on a hallway I made for fun to try out the NS textures (I mostly map for TS and The Opera) since I've been a fan of this mod for a while and just haven't had the drive to make something for it. As you might be able to tell, I really like the nos_ and r25 textures. Comments, crits?
<!--quoteo(post=1575114:date=Nov 9 2006, 11:39 AM:name=oOTOo)--><div class='quotetop'>QUOTE(oOTOo @ Nov 9 2006, 11:39 AM) [snapback]1575114[/snapback]</div><div class='quotemain'><!--quotec--> Happy to see this mapping forum and its cute contributions are back. <!--QuoteEnd--></div><!--QuoteEEnd-->
Seconded! I think everyone must be warming up for NS2 mapping <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
yeah. personally, i'm waiting for the source tech release. and even then.. i'm not sure. i want to actually go in with a plan this time, in stead of just firing up hammer and pounding away untill something nice turns out. layout, sketches, game-play testing before visuals, the works... if i even do anything. so basically all or nothing.
on a completely unrelated note, i just saw superman returns, and thought it was ok.
oh btw lois, i like. simple clean texture/brush style. add a few isolated highly color-saturated lights.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
<!--quoteo(post=1582221:date=Nov 30 2006, 04:36 AM:name=Lois_Must_Die)--><div class='quotetop'>QUOTE(Lois_Must_Die @ Nov 30 2006, 04:36 AM) [snapback]1582221[/snapback]</div><div class='quotemain'><!--quotec--> Couple variations on a hallway I made for fun to try out the NS textures (I mostly map for TS and The Opera) since I've been a fan of this mod for a while and just haven't had the drive to make something for it. As you might be able to tell, I really like the nos_ and r25 textures. Comments, crits?
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I do like, really make you feel as if you are on a spaceship.. Very nice indeed.
Another <i>small</i> insight in to the currently unnamed NS map I'm making, any ideas on a name would be appreciated <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Thaldarin The architecture is nice, although the red lighting that I have seen in this and the earlier screenshots is not red enough for me, although it may be the way the textures relect the light, maybe make the red a touch darker?
Also i take it that the red light is like emergency lighting, therefore the white lights are too bright.
It may be just over corrected in photoshop, but i just feel it's overall too bright if it's in emergency situation.
<!--quoteo(post=1585627:date=Dec 8 2006, 06:32 AM:name=Ron2K)--><div class='quotetop'>QUOTE(Ron2K @ Dec 8 2006, 06:32 AM) [snapback]1585627[/snapback]</div><div class='quotemain'><!--quotec--> Nice architecture, but the lighting seems a bit bland. Obviously if this is the marine start you could get away with it. <!--QuoteEnd--></div><!--QuoteEEnd-->
I think he's refering to the overall red cast to the entire room. I would say you need some shadows to break it up, but don't make it dark. Fill the shadows with lights of a different color. You'll still get your variation, but we can also see. A lot of maps throw in towering ammounts of light/dark contrast into their maps and it becomes hard to look at.
i would suggest adding a small outcropping on the wall under what looks like a white light source on the left wall, and then put a white light underneat that outcropping. it would create shadow on the wall and give you some nice white light in contrast to the red that bathes the rest of the room.
add lights under the grating in the sewage duct (or whatever it is) to give some visual interest as well.
while we're at it, you might as well add some height variation in those walls (meaning x/y, not z). They're very flat.. a big nono. flat walls are borring. use the texture you've selected as inspiration or a guideline for adding 3d information. or just add new stuff as you see fit. either will help a lot.
The pictures here are ###### brilliant. I was going to share but my work looks fudgy and forced in comparsion. Mendasp - your choice of textures and lighting is perfect, screw R-speeds and release that map! Merkaba - your texture placement is immaculate. It is the sex.
quazilinJoin Date: 2002-11-25Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
SteveR that looks very unique and good work with lighting. In the second screen the texture in middle hallway looks bit out of place IMO. Keep the good work up =)
Cheers Quazilin for the nice words! those screen are from planned CO map with major disregard to r_speeds (not that room but planned central area). I really want to get back to work on all these NS maps because I can't actually play ns so it's the closest thing. Trying to do an MS for the competition but it's WAY too complex. cavern walls aren't really for hl1.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited February 2007
Hmm, well after some work on my next map idea. This is what I came up with...
TSA Cerberus, the marine frigate seen on the Achio skybrush. I thought it would be a nice idea to create a combat map on this ship as a continueation of the Achio story line. The marines come back from their mission on Achio, only to find their own ship's engine infested. Not a nice homecomming, but a fight for their very survival.
The Achio readyroom will be used as the marine start (with some modifications), but the first feature I wanted to show off is the exterior view from the bridge onto the ships hull. 4 of these "external hull" areas are present in Achio, but I wanted to create on which shows a large part of the ship. And since Ceberus is a lot smaller then Achio, I can do this here <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Skybrush view of the TSA Cerberus, as seen in ns_achio: <img src="http://members.home.nl/m.borgman/ns-forum/co_cerberus/cerberus_skybrush.jpg" border="0" alt="IPB Image" />
This is a starboard view from the bridge, the middle "wing" houses the marine start (modified achio RR/already built) <img src="http://members.home.nl/m.borgman/ns-forum/co_cerberus/bridge_starboard.jpg" border="0" alt="IPB Image" />
These shots are work in progress previews, I'm currently not happy with the lighting, it's a little to bland for my taste. Also the overall detail of the bridge is not enough. At the moment I'm at ~400 w-poly, so there is room for more detail...
Map is probably at 60%. To do-->
- probably somekind of messhall/sleeping quarters located at the front of the ship - communication array arround the front of the ship - engine/hive - vents and some more hallways... - storage area/armory (starboard and port) - A TSA Achio lookalike orbiting the planet Nerva. Like it currently does in the achio RR, only in a different location. Or I might change the achio skybox for this map since it has Cerberus on it (kind of weird seeing your own ship while in it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)
This was the result of a 1 day WIP time I think... If I work on it some more AND have some ideas about the area this map is pretty easy to finish. Now let's hope I can get those creative juices flowing XD I also need to look into combat map requirements...
[edit] hmm might need to rethink the name... I was going for co_cerberus. But I now remember ns_hulk taking place on UCC Cerebus. Now it's different from TSA cerberus, but still pretty similar... I'm open for suggestions <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
hehe glad you like it <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
The architecture is nice, but the lighting could maybe use some work. As a general rule of thumb, never use pure white/grey lights, always try and have at least a hint of colour in them. One thing you could try for that room is to give the light outside the windows a reddish glow.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited January 2007
Yep, I've done that with spot lights in Achio from the starboard side (same planet). But in this case the sun (bright white/yellowish) is screwing it up, because it's light_environment is casting light on the whole hull of the ship (and inside the bridge). Thats the main reason it's so bland/white at the moment.
Comments
And Nay, he did say that it uses parallax mapping <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
That looks cool Quazilin. Custom textures there?
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All textures are from half-life.wad,ns.wad and ns2.wad
Below is one of the few screenies I'm gonna give out for a map that im 30% through doing at the moment. It's just a random corridor which took my liking when running around.
430 KB Approx. Warning for slow connections!
<img src="http://jdleveldesign.hlgaming.com/images/other/promo_mirror_1_jpeg.jpg" border="0" alt="IPB Image" />
<img src="http://i50.photobucket.com/albums/f332/PogoP/spaceship2.jpg" border="0" alt="IPB Image" />
Just a little lighting test for an NS2 map, in Source <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Wow, that looks great. Are those HL2 textures?
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Yes. That's HL2.
Cheers,
~ DarkATi
I had to remade all of it. Now r_speeds are good now, better brush work and texturing (7 new textures made).
Rooms are'nt so borring right now, had to make some significante changes in rooms entrances to lower w_poly and tweak up gameplay (had to give aliens more advanteges, more hiding spots and vents). Just for now pictures, file latter. I hope you like it. Have to tweak up marine start, make hive room litle bit bigger and fix invisible wall, when i do that i will post finished version. Wish me luck <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> One more thing this topic gives me inspiration and will to finish my map.
<a href="http://www.slibe.com/image/8d55bfcb-co_bluebay_omega/" target="_blank"><img src="http://www.slibe.com/imagestumb/8d55bfcb-co_bluebay_omega.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/e42e0651-co_bluebay_omega/" target="_blank"><img src="http://www.slibe.com/imagestumb/e42e0651-co_bluebay_omega.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/9f024ad8-co_bluebay_omega/" target="_blank"><img src="http://www.slibe.com/imagestumb/9f024ad8-co_bluebay_omega.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/05352c70-co_bluebay_omega/" target="_blank"><img src="http://www.slibe.com/imagestumb/05352c70-co_bluebay_omega.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/90ae36de-co_bluebay_omega/" target="_blank"><img src="http://www.slibe.com/imagestumb/90ae36de-co_bluebay_omega.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/a47c3f0f-co_bluebay_omega/" target="_blank"><img src="http://www.slibe.com/imagestumb/a47c3f0f-co_bluebay_omega.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/3736d7cd-co_bluebay_omega/" target="_blank"><img src="http://www.slibe.com/imagestumb/3736d7cd-co_bluebay_omega.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/3ceb5246-co_bluebay_omega/" target="_blank"><img src="http://www.slibe.com/imagestumb/3ceb5246-co_bluebay_omega.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/cb9b82de-co_bluebay_omega/" target="_blank"><img src="http://www.slibe.com/imagestumb/cb9b82de-co_bluebay_omega.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/f45ebfbb-co_bluebay_omega/" target="_blank"><img src="http://www.slibe.com/imagestumb/f45ebfbb-co_bluebay_omega.jpg" border="0" alt="IPB Image" /></a>
And some more..
<a href="http://www.slibe.com/image/0bf43526-co_bluebay_omega/" target="_blank"><img src="http://www.slibe.com/imagestumb/0bf43526-co_bluebay_omega.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/f215d427-co_bluebay_omega/" target="_blank"><img src="http://www.slibe.com/imagestumb/f215d427-co_bluebay_omega.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/1f91228f-co_bluebay_omega/" target="_blank"><img src="http://www.slibe.com/imagestumb/1f91228f-co_bluebay_omega.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/46dca8b4-co_bluebay_omega/" target="_blank"><img src="http://www.slibe.com/imagestumb/46dca8b4-co_bluebay_omega.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/086cded9-co_bluebay_omega/" target="_blank"><img src="http://www.slibe.com/imagestumb/086cded9-co_bluebay_omega.jpg" border="0" alt="IPB Image" /></a>
I suppose I could help ya with the map, if you want.
@All others, especially Mendasp: GREAT pics! Mend, I like the pillars. What people have to think about is that in the time setting of NS, wireless computer networking will be twenty times faster than it is today. Think about that one for a minute everyone!
If you're not going to use that room in a map, may I have it?
<img src="http://i6.photobucket.com/albums/y226/yarrik71/ns_engine_room0004.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/ns_engine_room0008.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/ns_engine_room0023.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/ns_engine_room0025.jpg" border="0" alt="IPB Image" />
<a href="http://img208.imageshack.us/my.php?image=nsthing001xk5.jpg" target="_blank"><img src="http://img208.imageshack.us/img208/1107/nsthing001xk5.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img208.imageshack.us/my.php?image=nsthing002rg4.jpg" target="_blank"><img src="http://img208.imageshack.us/img208/93/nsthing002rg4.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img154.imageshack.us/my.php?image=nsthing003vr1.jpg" target="_blank"><img src="http://img154.imageshack.us/img154/6008/nsthing003vr1.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img154.imageshack.us/my.php?image=nsthing004zn5.jpg" target="_blank"><img src="http://img154.imageshack.us/img154/3655/nsthing004zn5.th.jpg" border="0" alt="IPB Image" /></a>
Probably non-playable, but w/e. If you want me to make it playable once it's done, fine with me.
Happy to see this mapping forum and its cute contributions are back.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Seconded! I think everyone must be warming up for NS2 mapping <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
on a completely unrelated note, i just saw superman returns, and thought it was ok.
oh btw lois, i like. simple clean texture/brush style. add a few isolated highly color-saturated lights.
Couple variations on a hallway I made for fun to try out the NS textures (I mostly map for TS and The Opera) since I've been a fan of this mod for a while and just haven't had the drive to make something for it. As you might be able to tell, I really like the nos_ and r25 textures. Comments, crits?
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I do like, really make you feel as if you are on a spaceship.. Very nice indeed.
<img src="http://img471.imageshack.us/img471/372/mirrora3room3ak6.png" border="0" alt="IPB Image" />
Also i take it that the red light is like emergency lighting, therefore the white lights are too bright.
It may be just over corrected in photoshop, but i just feel it's overall too bright if it's in emergency situation.
Nice architecture, but the lighting seems a bit bland. Obviously if this is the marine start you could get away with it.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Expand on what I can do to make it less 'bland'.
i would suggest adding a small outcropping on the wall under what looks like a white light source on the left wall, and then put a white light underneat that outcropping. it would create shadow on the wall and give you some nice white light in contrast to the red that bathes the rest of the room.
add lights under the grating in the sewage duct (or whatever it is) to give some visual interest as well.
while we're at it, you might as well add some height variation in those walls (meaning x/y, not z). They're very flat.. a big nono. flat walls are borring. use the texture you've selected as inspiration or a guideline for adding 3d information. or just add new stuff as you see fit. either will help a lot.
Merkaba - your texture placement is immaculate. It is the sex.
Here's part of a room.
<img src="http://www.rapiduk.com/sys/2b0000.jpg" border="0" alt="IPB Image" />
<img src="http://www.rapiduk.com/sys/2b0003.jpg" border="0" alt="IPB Image" />
<img src="http://www.rapiduk.com/sys/2c0000.jpg" border="0" alt="IPB Image" />
I did like what I was doing but the work you guys put out is so much... better conceived.
If its too dark blame my laziness with the levels tool and my laptop screen!
In the second screen the texture in middle hallway looks bit out of place IMO.
Keep the good work up =)
TSA Cerberus, the marine frigate seen on the Achio skybrush. I thought it would be a nice idea to create a combat map on this ship as a continueation of the Achio story line. The marines come back from their mission on Achio, only to find their own ship's engine infested. Not a nice homecomming, but a fight for their very survival.
The Achio readyroom will be used as the marine start (with some modifications), but the first feature I wanted to show off is the exterior view from the bridge onto the ships hull. 4 of these "external hull" areas are present in Achio, but I wanted to create on which shows a large part of the ship. And since Ceberus is a lot smaller then Achio, I can do this here <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Skybrush view of the TSA Cerberus, as seen in ns_achio:
<img src="http://members.home.nl/m.borgman/ns-forum/co_cerberus/cerberus_skybrush.jpg" border="0" alt="IPB Image" />
<img src="http://members.home.nl/m.borgman/ns-forum/co_cerberus/bridge.jpg" border="0" alt="IPB Image" />
This is a starboard view from the bridge, the middle "wing" houses the marine start (modified achio RR/already built)
<img src="http://members.home.nl/m.borgman/ns-forum/co_cerberus/bridge_starboard.jpg" border="0" alt="IPB Image" />
These shots are work in progress previews, I'm currently not happy with the lighting, it's a little to bland for my taste. Also the overall detail of the bridge is not enough. At the moment I'm at ~400 w-poly, so there is room for more detail...
Map is probably at 60%. To do-->
- probably somekind of messhall/sleeping quarters located at the front of the ship
- communication array arround the front of the ship
- engine/hive
- vents and some more hallways...
- storage area/armory (starboard and port)
- A TSA Achio lookalike orbiting the planet Nerva. Like it currently does in the achio RR, only in a different location. Or I might change the achio skybox for this map since it has Cerberus on it (kind of weird seeing your own ship while in it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)
This was the result of a 1 day WIP time I think... If I work on it some more AND have some ideas about the area this map is pretty easy to finish. Now let's hope I can get those creative juices flowing XD I also need to look into combat map requirements...
[edit]
hmm might need to rethink the name... I was going for co_cerberus. But I now remember ns_hulk taking place on UCC Cerebus. Now it's different from TSA cerberus, but still pretty similar... I'm open for suggestions <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<!--coloro:red--><span style="color:red"><!--/coloro--><b>OUTDATED POST</b><!--colorc--></span><!--/colorc--> --> <a href="http://www.unknownworlds.com/forums/index.php?s=5534153747887099904&act=st&f=4&t=100289&st=0#entry1604318" target="_blank"><b>cerberus thread</b></a>
One thing you could try for that room is to give the light outside the windows a reddish glow.