<!--quoteo(post=1742006:date=Dec 2 2009, 02:41 AM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Dec 2 2009, 02:41 AM) <a href="index.php?act=findpost&pid=1742006"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not 100% finished but I probably won't finish it properly ever, based on the Half-Life 1 image of a really old NS1 map I 'lost' (HDD died during the making, rubbish map anyway).
"Life is hard. Been doing some more maintenance work under these panelsâ„¢. How many are left?"
Figured out an easy way to build columns and how to copy paste without messing everything up. The spark editor reminds me of the Duke Nukem 3D Build Editor. Everything is faster, fluid and easier to grasp. Would be awesome if Prefabs would auto align if you klick on a wall for example.... sucks having to rotate them all the time. Does klick and drag work if the klick happens to be on a face or only in space ?!
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
I like the tools laying around, kinda like the area got hit by surprise when the bacteria broke loose. They had to run for their lives and leave their tools and other things they had left to do...
<!--quoteo(post=1742132:date=Dec 2 2009, 08:29 PM:name=Eco_onE)--><div class='quotetop'>QUOTE(Eco_onE @ Dec 2 2009, 08:29 PM) <a href="index.php?act=findpost&pid=1742132"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://i45.tinypic.com/15f625c.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd--> Very neat, but kind of empty. I suggest spamming props and lighting. Also, red is a very tiring colour for the eyes, probably shouldn't have it so much or strongly. <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Does klick and drag work if the klick happens to be on a face or only in space ?!<!--QuoteEnd--></div><!--QuoteEEnd--> what? Click on what, with what tool?
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Very neat, but kind of empty. I suggest spamming props and lighting.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not sure that is very good advice... complexity does not make for good art, as a rule. It can, but simply spamming props and lights for effect will just bog down the level and make it harder for lower power pcs to handle. Be efficient with your props and use them to accent and enhance, not overwhelm. Certainly maps these days tend to be prop centric, but I'm not convinced that simple is still not better most of the time. Just look at the NS1 Levels, eclipse is a barren wasteland compared to what we're seeing in this treat, and is was of the best maps for ns1.
"Life is hard. Been doing some more maintenance work under these panelsâ„¢. How many are left?"
Figured out an easy way to build columns and how to copy paste without messing everything up. The spark editor reminds me of the Duke Nukem 3D Build Editor. Everything is faster, fluid and easier to grasp. Would be awesome if Prefabs would auto align if you klick on a wall for example.... sucks having to rotate them all the time. Does klick and drag work if the klick happens to be on a face or only in space ?!
<!--quoteo(post=1742145:date=Dec 2 2009, 08:30 PM:name=Align)--><div class='quotetop'>QUOTE(Align @ Dec 2 2009, 08:30 PM) <a href="index.php?act=findpost&pid=1742145"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Very neat, but kind of empty. I suggest spamming props and lighting. Also, red is a very tiring colour for the eyes, probably shouldn't have it so much or strongly.
what? Click on what, with what tool?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1742147:date=Dec 2 2009, 08:36 PM:name=Drown)--><div class='quotetop'>QUOTE(Drown @ Dec 2 2009, 08:36 PM) <a href="index.php?act=findpost&pid=1742147"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not sure that is very good advice... complexity does not make for good art, as a rule. It can, but simply spamming props and lights for effect will just bog down the level and make it harder for lower power pcs to handle. Be efficient with your props and use them to accent and enhance, not overwhelm. Certainly maps these days tend to be prop centric, but I'm not convinced that simple is still not better most of the time. Just look at the NS1 Levels, eclipse is a barren wasteland compared to what we're seeing in this treat, and is was of the best maps for ns1.<!--QuoteEnd--></div><!--QuoteEEnd-->
I would say Drown is right. A simple Wire or two on the floor would be enough to make it feel a little more lived in. I would put one thick one on the Right hand side, with part of it going over the grate in the middle of the hall. I would also put some dim lights in the back of that shot, around the sides of the pillars, just to bring them out a bit, perhaps push the colour scheme into the orange or blue, rather than just white... not too much though, you don't want a disco on your hands. Look at Mendasp colour scheme, the white lights are blue-ish and the orange is not full on, but slightly more towards the white/yellow end of orange. Take a look at a <a href="http://en.wikipedia.org/wiki/Colour_wheel" target="_blank">colour wheel</a> and choose colours that are opposite on it, this will make them feel more alive and vibrant, even if they are not. So blue and orange are kinda opposite on the wheel, which is why they work well together. I would try maybe moving your white lights into the green slightly or orange maybe. (There is a lot <a href="http://developer.valvesoftware.com/wiki/Color_Theory_in_Level_Design" target="_blank">more</a> on colour and mapping (can't find the other link I had :( ), if you look it up, some colours can even make some players feel sick... good for hive rooms ;) )
I would also knock that red light back a bit, so its not so strong, just make it smaller, less bright, something like that, or maybe if you make the dark areas brighter it wont be so in your face.
But I personally love the red lights in maps, but they should only be in places where they might be, like broken vents.
REMEMBER: Red is a warning colour, red lights are warning colours. Vents wouldn't just have them in, their would have to be a reason for the lighting in a vent to go red. If a vent was damaged or the air filter was broken, then you could imagine a high tech space station having red warning lights come on to show this. Perhaps something to think about when you extend that vent, put a break in it that leads to a hive room maybe, or a sparking pipe/electrical box prop that could be the filter that’s broken.
Vents should be dimly light... The current props pretty much show you how to light them, Dim and Orange - small lights that are almost only there to show you the way, like on an airplane. ...If you think about a vent, you don't really think about lights at all. That’s because if you need to do a Freeman and go down a vent, you take a torch (and a crowbar)... just like if you go into most service vents/shafts/tunnels/sewers in the real world... why would you put lights into a place that people hardly ever need to go into.
If you light a vent, light it dimly, with a light source that looks like it might be energy saving or a bit old, because it’s hardly ever used. This will also add to the vents fear factor and make it feel like an Alien only environment, which it is...
slayer20Killed a man once.Join Date: 2007-12-13Member: 63157Members, Reinforced - Shadow
edited December 2009
The Terminal Room (Inspired by my ns_eva Marine Spawn room) <img src="http://img268.imageshack.us/img268/2339/editor3.jpg" border="0" class="linked-image" />
So far, everything is coming along great. The only issues I'm having are when I try to make faces in certain places. (lol rhymed)
Anyway, I guess I'm going to try to get as much of this done as I can.
This is my first go at a room, I just wanted to get used to the editor. I am not all that happy with the lighting I think I can still improve it a bit. However I am really glad to see a lot of old names on this thread! HI OMLY!!
Locker hall for my map ns_pits <a href="http://img689.imageshack.us/i/lockerhall.jpg/" target="_blank"><img src="http://img689.imageshack.us/img689/8202/lockerhall.th.jpg" border="0" class="linked-image" /></a>
Some very impressive work here. I'm still getting a feel for making a map. Borrowing several ideas from what I have seen other users post, especially Peter T.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
OMG! there are some very nice looking rooms and hallways here
Mendsap you have really nailed the lighting - very realistic and believable. I always have a trouble with lighting, its too easy to just go bonkers with too many bright colours because i'm afraid of making things grey
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1742189:date=Dec 3 2009, 09:57 AM:name=samejima)--><div class='quotetop'>QUOTE(samejima @ Dec 3 2009, 09:57 AM) <a href="index.php?act=findpost&pid=1742189"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is my first go at a room, I just wanted to get used to the editor. I am not all that happy with the lighting I think I can still improve it a bit. However I am really glad to see a lot of old names on this thread! HI OMLY!!
<!--quoteo(post=1742157:date=Dec 2 2009, 09:45 PM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Dec 2 2009, 09:45 PM) <a href="index.php?act=findpost&pid=1742157"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Vents should be dimly light... The current props pretty much show you how to light them, Dim and Orange - small lights that are almost only there to show you the way, like on an airplane. ...If you think about a vent, you don't really think about lights at all. That’s because if you need to do a Freeman and go down a vent, you take a torch (and a crowbar)... just like if you go into most service vents/shafts/tunnels/sewers in the real world... why would you put lights into a place that people hardly ever need to go into.
If you light a vent, light it dimly, with a light source that looks like it might be energy saving or a bit old, because it’s hardly ever used. This will also add to the vents fear factor and make it feel like an Alien only environment, which it is...<!--QuoteEnd--></div><!--QuoteEEnd-->
Vents serve many purposes and not all will be dimly lit, ever seen Star Trek?
PS. People, smaller screenshots please! The severe lack of VRAM and CPU on my iphone screens when looking at this thread :p
Here's a map i started and have been picking at for a while. It's nothing compared to other maps that have been posted but i thought I'd post it and see what everyone thinks.
First proper bit of work I did since I started mucking about with the editor. Nothing too serious, just a hallway of sorts, moving on to a larger room after this. Spot Lights crash the editor for me, so no fancy shadows and what not for now.
Brief overlay of two two sections I just connected, sleep then more tomorrow. ACC (Auxiliary Computer Core) is to the right and Power Distribution is to the left.
Project ns2_natasha: A high orbit station, built into a small asteroid, designed to manufacture and produce various terraforming equipment for n-741. Sister to the Nancy installation, Natasha produces heat generating solar drones and manages various other atmospheric projects and scientific endeavors.
<!--quoteo(post=1742260:date=Dec 3 2009, 12:54 PM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Dec 3 2009, 12:54 PM) <a href="index.php?act=findpost&pid=1742260"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't want to accuse anyone of plagiarism although Shootme, I've just realised how stunningly similar your area is to PeterT's latest area.<!--QuoteEnd--></div><!--QuoteEEnd-->
I dont know if I would call people out on that until we start seeing serious maps. Everyone is still just trying learn how 2 play.
<!--quoteo(post=1742260:date=Dec 3 2009, 07:54 AM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Dec 3 2009, 07:54 AM) <a href="index.php?act=findpost&pid=1742260"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't want to accuse anyone of plagiarism although Shootme, I've just realised how stunningly similar your area is to PeterT's latest area.<!--QuoteEnd--></div><!--QuoteEEnd-->
I know, I gave credit in the post. I wanted to try to recreate his screenshot to see what exactly he did to get his room to look so good. Learn additional tips and tricks I would of not tough of ect. I’m not trying to steal anything its just this is the first time I’ve tried my hand at mapping since UT2k3 and I was looking for reference material to get back up to speed in a hurry.
<!--quoteo(post=1742145:date=Dec 2 2009, 03:30 PM:name=Align)--><div class='quotetop'>QUOTE(Align @ Dec 2 2009, 03:30 PM) <a href="index.php?act=findpost&pid=1742145"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->what? Click on what, with what tool?<!--QuoteEnd--></div><!--QuoteEEnd-->
If I want to mark stuff in 3D view I can`t start the "marking square" (by left klicking and dragging the mouse) by klicking on a face/texture for example. It only works if I start the klick n` drag outside of my map in "space" or the "void". If you still don`t get what I mean I will post screenshots :D
Comments
HL1 Image
<img src="http://img189.imageshack.us/img189/2977/palisade1.jpg" border="0" class="linked-image" />
Spark 'Re-work'<!--QuoteEnd--></div><!--QuoteEEnd-->
I like the HL1 better
<a href="http://img139.imageshack.us/i/readyroom.jpg/" target="_blank"><img src="http://img139.imageshack.us/img139/314/readyroom.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img139.imageshack.us/i/readyroom2.jpg/" target="_blank"><img src="http://img139.imageshack.us/img139/1741/readyroom2.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img513.imageshack.us/i/sparktest12.jpg/" target="_blank"><img src="http://img513.imageshack.us/img513/2412/sparktest12.th.jpg" border="0" class="linked-image" /></a><a href="http://img4.imageshack.us/i/sparktest13.jpg/" target="_blank"><img src="http://img4.imageshack.us/img4/2647/sparktest13.th.jpg" border="0" class="linked-image" /></a>
better?Not to bright now(taking away from mood)?<!--QuoteEnd--></div><!--QuoteEEnd-->
IMO, the lighting is much better now.
"Life is hard. Been doing some more maintenance work under these panelsâ„¢. How many are left?"
Figured out an easy way to build columns and how to copy paste without messing everything up.
The spark editor reminds me of the Duke Nukem 3D Build Editor. Everything is faster, fluid and easier to grasp.
Would be awesome if Prefabs would auto align if you klick on a wall for example.... sucks having to rotate them all the time.
Does klick and drag work if the klick happens to be on a face or only in space ?!
In my next pic:
- More Panelsâ„¢
- Experimental column structures
- spot lights
- rocks
Very neat, but kind of empty. I suggest spamming props and lighting.
Also, red is a very tiring colour for the eyes, probably shouldn't have it so much or strongly.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Does klick and drag work if the klick happens to be on a face or only in space ?!<!--QuoteEnd--></div><!--QuoteEEnd-->
what? Click on what, with what tool?
<a href="http://www.mendasp.net/stuff/wip/ns2_trailer-wip4.jpg" target="_blank"><img src="http://www.mendasp.net/stuff/wip/ns2_trailer-wip4-th.jpg" border="0" class="linked-image" /></a>
I'm not sure that is very good advice... complexity does not make for good art, as a rule. It can, but simply spamming props and lights for effect will just bog down the level and make it harder for lower power pcs to handle. Be efficient with your props and use them to accent and enhance, not overwhelm. Certainly maps these days tend to be prop centric, but I'm not convinced that simple is still not better most of the time. Just look at the NS1 Levels, eclipse is a barren wasteland compared to what we're seeing in this treat, and is was of the best maps for ns1.
"Life is hard. Been doing some more maintenance work under these panelsâ„¢. How many are left?"
Figured out an easy way to build columns and how to copy paste without messing everything up.
The spark editor reminds me of the Duke Nukem 3D Build Editor. Everything is faster, fluid and easier to grasp.
Would be awesome if Prefabs would auto align if you klick on a wall for example.... sucks having to rotate them all the time.
Does klick and drag work if the klick happens to be on a face or only in space ?!
In my next pic:
- More Panelsâ„¢
- Experimental column structures
- spot lights
- rocks<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1742145:date=Dec 2 2009, 08:30 PM:name=Align)--><div class='quotetop'>QUOTE(Align @ Dec 2 2009, 08:30 PM) <a href="index.php?act=findpost&pid=1742145"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Very neat, but kind of empty. I suggest spamming props and lighting.
Also, red is a very tiring colour for the eyes, probably shouldn't have it so much or strongly.
what? Click on what, with what tool?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1742147:date=Dec 2 2009, 08:36 PM:name=Drown)--><div class='quotetop'>QUOTE(Drown @ Dec 2 2009, 08:36 PM) <a href="index.php?act=findpost&pid=1742147"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not sure that is very good advice... complexity does not make for good art, as a rule. It can, but simply spamming props and lights for effect will just bog down the level and make it harder for lower power pcs to handle. Be efficient with your props and use them to accent and enhance, not overwhelm. Certainly maps these days tend to be prop centric, but I'm not convinced that simple is still not better most of the time. Just look at the NS1 Levels, eclipse is a barren wasteland compared to what we're seeing in this treat, and is was of the best maps for ns1.<!--QuoteEnd--></div><!--QuoteEEnd-->
I would say Drown is right. A simple Wire or two on the floor would be enough to make it feel a little more lived in. I would put one thick one on the Right hand side, with part of it going over the grate in the middle of the hall.
I would also put some dim lights in the back of that shot, around the sides of the pillars, just to bring them out a bit, perhaps push the colour scheme into the orange or blue, rather than just white... not too much though, you don't want a disco on your hands. Look at Mendasp colour scheme, the white lights are blue-ish and the orange is not full on, but slightly more towards the white/yellow end of orange. Take a look at a <a href="http://en.wikipedia.org/wiki/Colour_wheel" target="_blank">colour wheel</a> and choose colours that are opposite on it, this will make them feel more alive and vibrant, even if they are not. So blue and orange are kinda opposite on the wheel, which is why they work well together. I would try maybe moving your white lights into the green slightly or orange maybe. (There is a lot <a href="http://developer.valvesoftware.com/wiki/Color_Theory_in_Level_Design" target="_blank">more</a> on colour and mapping (can't find the other link I had :( ), if you look it up, some colours can even make some players feel sick... good for hive rooms ;) )
I would also knock that red light back a bit, so its not so strong, just make it smaller, less bright, something like that, or maybe if you make the dark areas brighter it wont be so in your face.
But I personally love the red lights in maps, but they should only be in places where they might be, like broken vents.
REMEMBER: Red is a warning colour, red lights are warning colours. Vents wouldn't just have them in, their would have to be a reason for the lighting in a vent to go red. If a vent was damaged or the air filter was broken, then you could imagine a high tech space station having red warning lights come on to show this. Perhaps something to think about when you extend that vent, put a break in it that leads to a hive room maybe, or a sparking pipe/electrical box prop that could be the filter that’s broken.
Vents should be dimly light... The current props pretty much show you how to light them, Dim and Orange - small lights that are almost only there to show you the way, like on an airplane. ...If you think about a vent, you don't really think about lights at all. That’s because if you need to do a Freeman and go down a vent, you take a torch (and a crowbar)... just like if you go into most service vents/shafts/tunnels/sewers in the real world... why would you put lights into a place that people hardly ever need to go into.
If you light a vent, light it dimly, with a light source that looks like it might be energy saving or a bit old, because it’s hardly ever used. This will also add to the vents fear factor and make it feel like an Alien only environment, which it is...
<a href="http://img20.imageshack.us/i/test7z.jpg/" target="_blank"><img src="http://img20.imageshack.us/img20/646/test7z.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img692.imageshack.us/i/test6d.jpg/" target="_blank"><img src="http://img692.imageshack.us/img692/6408/test6d.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img37.imageshack.us/i/test8qf.jpg/" target="_blank"><img src="http://img37.imageshack.us/img37/6335/test8qf.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img46.imageshack.us/i/test9.jpg/" target="_blank"><img src="http://img46.imageshack.us/img46/5954/test9.th.jpg" border="0" class="linked-image" /></a>
any comments or tips for me are welcome!
I want to learn!
<img src="http://img268.imageshack.us/img268/2339/editor3.jpg" border="0" class="linked-image" />
So far, everything is coming along great. The only issues I'm having are when I try to make faces in certain places. (lol rhymed)
Anyway, I guess I'm going to try to get as much of this done as I can.
A room a day can go a long way.
<img src="http://lithin.com/razieh/Images/NS2/mabse1.png" border="0" class="linked-image" />
<img src="http://lithin.com/razieh/Images/NS2/mabse2.png" border="0" class="linked-image" />
<a href="http://img689.imageshack.us/i/lockerhall.jpg/" target="_blank"><img src="http://img689.imageshack.us/img689/8202/lockerhall.th.jpg" border="0" class="linked-image" /></a>
Lighting is very good risky on this hall.
Second attempt at a room. Going for a tech point.
<img src="http://img707.imageshack.us/img707/1223/ss1.jpg" border="0" class="linked-image" />
<img src="http://img705.imageshack.us/img705/4204/ss2.jpg" border="0" class="linked-image" />
<img src="http://img708.imageshack.us/img708/8826/ss3.jpg" border="0" class="linked-image" />
<img src="http://img704.imageshack.us/img704/7898/ss4.jpg" border="0" class="linked-image" />
Mendsap you have really nailed the lighting - very realistic and believable. I always have a trouble with lighting, its too easy to just go bonkers with too many bright colours because i'm afraid of making things grey
<img src="http://lithin.com/razieh/Images/NS2/mabse1.png" border="0" class="linked-image" />
<img src="http://lithin.com/razieh/Images/NS2/mabse2.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I think the lighting looks good there, looks cold, hard metal - as you would expect in space :)
If you light a vent, light it dimly, with a light source that looks like it might be energy saving or a bit old, because it’s hardly ever used. This will also add to the vents fear factor and make it feel like an Alien only environment, which it is...<!--QuoteEnd--></div><!--QuoteEEnd-->
Vents serve many purposes and not all will be dimly lit, ever seen Star Trek?
PS. People, smaller screenshots please! The severe lack of VRAM and CPU on my iphone screens when looking at this thread :p
<a href="http://img691.imageshack.us/i/ns2mymap.jpg/" target="_blank"><img src="http://img691.imageshack.us/img691/4605/ns2mymap.th.jpg" border="0" class="linked-image" /></a>
Spot Lights crash the editor for me, so no fancy shadows and what not for now.
<a href="http://img691.imageshack.us/i/ns2testmoconnor.jpg/" target="_blank"><img src="http://img691.imageshack.us/img691/9549/ns2testmoconnor.th.jpg" border="0" class="linked-image" /></a>
ACC (Auxiliary Computer Core) is to the right and Power Distribution is to the left.
Project ns2_natasha: A high orbit station, built into a small asteroid, designed to manufacture and produce various terraforming equipment for n-741. Sister to the Nancy installation, Natasha produces heat generating solar drones and manages various other atmospheric projects and scientific endeavors.
<img src="http://i23.photobucket.com/albums/b360/Erobus/ns2_natasha.png" border="0" class="linked-image" />
credit: borrowed slightly from NS-SkorpioN for the idea to use non symmetrical hallway geometry.
I dont know if I would call people out on that until we start seeing serious maps. Everyone is still just trying learn how 2 play.
I know, I gave credit in the post. I wanted to try to recreate his screenshot to see what exactly he did to get his room to look so good. Learn additional tips and tricks I would of not tough of ect. I’m not trying to steal anything its just this is the first time I’ve tried my hand at mapping since UT2k3 and I was looking for reference material to get back up to speed in a hurry.
If I want to mark stuff in 3D view I can`t start the "marking square" (by left klicking and dragging the mouse) by klicking on a face/texture for example.
It only works if I start the klick n` drag outside of my map in "space" or the "void".
If you still don`t get what I mean I will post screenshots :D