Thumbs up for complex geometry, Totaly ace, 100% for the geometry, 75% on the lights values. Trying to figure out what it is, I think they are too strong, too short a range, They need range increasing and the intensity lowering so that the lights colors can blend together for a smoother transition.
or.. Some lights are a bit too strong and I think you need some 0.05 - 0.1 intensity long range omnis to fill in the transitions a bit more and reduce that contrast.
I know what it is, patly the lights but mostly I belive this Geometry makes an excellent Si-Fi Lab as apposed to fitting in with a refinery theme. I massively see Lab theme written all over this.
GISPBattle GorgeDenmarkJoin Date: 2004-03-20Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
Well, you do need labs to test the purity of whatever raw materials your fishing after, and im sure offplanet facilities have onscene instalations to test stuff before they ship it out, mainly to insure quality control but allso to decument stuff in case they somehow lose some duo to accidents or faul play. Atleast i know that oil rigs have small labs installed to make tests every day...
I'm really liking the feel of this hallway. Tight, dark, gritty and just nails the feel of a secondary hallway. Of course adding flavor is nice, just don't mess up what you've got going IMO.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
edited May 2010
<!--quoteo(post=1772162:date=May 24 2010, 11:46 PM:name=Atone)--><div class='quotetop'>QUOTE (Atone @ May 24 2010, 11:46 PM) <a href="index.php?act=findpost&pid=1772162"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm really liking the feel of this hallway. Tight, dark, gritty and just nails the feel of a secondary hallway. Of course adding flavor is nice, just don't mess up what you've got going IMO.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's been changed..a lot....sry.
Edit:
It's more like <img src="http://img17.imageshack.us/img17/4498/superpipemadness.png" border="0" class="linked-image" /> atm.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited May 2010
<!--quoteo(post=1772101:date=May 24 2010, 06:22 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ May 24 2010, 06:22 PM) <a href="index.php?act=findpost&pid=1772101"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know what it is, patly the lights but mostly I belive this Geometry makes an excellent Si-Fi Lab as apposed to fitting in with a refinery theme. I massively see Lab theme written all over this.<!--QuoteEnd--></div><!--QuoteEEnd--> Haha, that was the plan, when I first thought about ns2 mapping, I'm glad I'm already on a good way :D Some kind of v.i.p. station located in the mountains with the main-purpose of research and exploration by mining, etc. A transition from a more clean, sci-fi-ish style to a refinery theme, starting from marine spawn to alien spawn. Unfortunately there's only the refinery set available yet.
@Iept: Looks better than before. Now put some more attention to the right side, so it doesn't look that repetitive.
<!--quoteo(post=1772163:date=May 25 2010, 04:17 AM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ May 25 2010, 04:17 AM) <a href="index.php?act=findpost&pid=1772163"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's been changed..a lot....sry.
Edit:
It's more like <img src="http://img17.imageshack.us/img17/4498/superpipemadness.png" border="0" class="linked-image" /> atm.<!--QuoteEnd--></div><!--QuoteEEnd-->
Better than before, definitely. And it still has that feeling I liked about the first shot.
I had to login just so I could comment on these screenshots. This is the first ever NS2 map ever that is truly lit properly. And not only is it lit properly so one can actually see without squinting, it is done <b>very well</b>.
I agree I think psykoman's man is lit quite nicely and the geomtry is fantastic. This is the first NS2 map which makes me get a funny feeling inside. The feeling of anticipation to get playing on it! Such a cool marine start.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Thanks guys.
Kouji, Nanites can bend light :p
I think it is a common mistake, judging from a few screenshots at least, that ppl prioritize physics over possible lighting/shadow effect, especially regarding light_spots angles and positions.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Looks cool, some great ideas. It's a tad too bright imho (overall lighting, not single lights), but that's maybe just me.
The ground-wall around the res node should be more detailed (extrude the middle part of the texture, or add some pillar-like models). You could break up the lighting around the res node, so everything around the node point falls into shadows.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited June 2010
I figured I try some fan action after I haven't used a single one yet :D
Ventilation: <img src="http://img228.imageshack.us/img228/1779/ns17r.jpg" border="0" class="linked-image" /> A huge fan on the bottom and one above the res node; both with light behind, ofc :p I'm not using any rock props yet, so they are still a little flat <img src="http://img62.imageshack.us/img62/9104/ns18.jpg" border="0" class="linked-image" />
Edit: It seems one can't scale rotating fans?!? The prop_dynamic goes back to a scale of 1;1;1 :/
cheers for the feedback. I agree it's a bit washed out bright, still experimenting there. Trying to keep it high contrast but avoid pitch blacks forming in corners and such. Probably improve it fairly easy just by toning down the omi fillers making the spots in the hall really pop. I do want the main thoroughfares to stand out from other areas though.
I did keep it a bit simple around the res-node, probably the most simple of all areas in the room.. but I do think its easy to think a surface is bland because everything else is busy. I won't touch it.. for now..
buy yeah, definately going for neat but grimy approach.. slightly warm colours and plenty of variation in depth.
EDIT:
nice and angular there psyko.. multi-tier is nice. the colour contrast between play area and not looks good too.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
<!--quoteo(post=1773144:date=Jun 3 2010, 03:09 AM:name=Genomaxter)--><div class='quotetop'>QUOTE (Genomaxter @ Jun 3 2010, 03:09 AM) <a href="index.php?act=findpost&pid=1773144"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->looks fantastic psyko! I love the whole thing. Could I ask for more screens? :D<!--QuoteEnd--></div><!--QuoteEEnd--> Thanks!
Unfortunately there aren't any more areas finished or even started to show, because I'm slow, don't map every day and the first days of a new area usually involve a lot of ragequitting :/ At least I've mapped out the layout with floor faces and checked travelling times :D
Eventually I'll make my own thread with layout, updated screens and so on..
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
edited June 2010
Yeah. My mapping usually involves getting pissed off at something and just barely making a room layout, which I then start to slowly turn into a detailed room many raging off and on days later.
Been working on my map since march and only have 3/4 of marine start and most of the secondary hallway connecting to marine start finished.
Also my first time I really tried to make a map so I guess that factors in as well.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1772997:date=Jun 1 2010, 10:31 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Jun 1 2010, 10:31 PM) <a href="index.php?act=findpost&pid=1772997"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I figured I try some fan action after I haven't used a single one yet :D
Ventilation: <img src="http://img228.imageshack.us/img228/1779/ns17r.jpg" border="0" class="linked-image" /> A huge fan on the bottom and one above the res node; both with light behind, ofc :p I'm not using any rock props yet, so they are still a little flat <img src="http://img62.imageshack.us/img62/9104/ns18.jpg" border="0" class="linked-image" />
Edit: It seems one can't scale rotating fans?!? The prop_dynamic goes back to a scale of 1;1;1 :/<!--QuoteEnd--></div><!--QuoteEEnd-->
wow!
the curves in those remind me a little bit of metroid prime corruption (which had some awesomely creative level designs)
Comments
Trying to figure out what it is, I think they are too strong, too short a range, They need range increasing and the intensity lowering so that the lights colors can blend together for a smoother transition.
or.. Some lights are a bit too strong and I think you need some 0.05 - 0.1 intensity long range omnis to fill in the transitions a bit more and reduce that contrast.
not sure which one.
I can't really point the finger at it aswell, but I guess I'll get there, when I keep playing with lights.
Or I keep mapping other parts until it hits me :D
Atleast i know that oil rigs have small labs installed to make tests every day...
I'm really liking the feel of this hallway. Tight, dark, gritty and just nails the feel of a secondary hallway. Of course adding flavor is nice, just don't mess up what you've got going IMO.
It's been changed..a lot....sry.
Edit:
It's more like
<img src="http://img17.imageshack.us/img17/4498/superpipemadness.png" border="0" class="linked-image" />
atm.
Haha, that was the plan, when I first thought about ns2 mapping, I'm glad I'm already on a good way :D
Some kind of v.i.p. station located in the mountains with the main-purpose of research and exploration by mining, etc.
A transition from a more clean, sci-fi-ish style to a refinery theme, starting from marine spawn to alien spawn.
Unfortunately there's only the refinery set available yet.
@Iept: Looks better than before. Now put some more attention to the right side, so it doesn't look that repetitive.
Edit:
It's more like
<img src="http://img17.imageshack.us/img17/4498/superpipemadness.png" border="0" class="linked-image" />
atm.<!--QuoteEnd--></div><!--QuoteEEnd-->
Better than before, definitely. And it still has that feeling I liked about the first shot.
<img src="http://img202.imageshack.us/img202/4771/ns15.jpg" border="0" class="linked-image" />
<img src="http://img130.imageshack.us/img130/5374/ns16.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I had to login just so I could comment on these screenshots. This is the first ever NS2 map ever that is truly lit properly. And not only is it lit properly so one can actually see without squinting, it is done <b>very well</b>.
Kouji, Nanites can bend light :p
I think it is a common mistake, judging from a few screenshots at least, that ppl prioritize physics over possible lighting/shadow effect, especially regarding light_spots angles and positions.
<b>ns_collateral</b>
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns_collateral_wip005.jpg" border="0" class="linked-image" />
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns_collateral_wip006.jpg" border="0" class="linked-image" />
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns_collateral_wip007.jpg" border="0" class="linked-image" />
edit: updated with slightly more dramatic lighting.
It's a tad too bright imho (overall lighting, not single lights), but that's maybe just me.
The ground-wall around the res node should be more detailed (extrude the middle part of the texture, or add some pillar-like models). You could break up the lighting around the res node, so everything around the node point falls into shadows.
Ventilation:
<img src="http://img228.imageshack.us/img228/1779/ns17r.jpg" border="0" class="linked-image" />
A huge fan on the bottom and one above the res node; both with light behind, ofc :p
I'm not using any rock props yet, so they are still a little flat
<img src="http://img62.imageshack.us/img62/9104/ns18.jpg" border="0" class="linked-image" />
Edit: It seems one can't scale rotating fans?!? The prop_dynamic goes back to a scale of 1;1;1 :/
I agree it's a bit washed out bright, still experimenting there. Trying to keep it high contrast but avoid pitch blacks forming in corners and such. Probably improve it fairly easy just by toning down the omi fillers making the spots in the hall really pop. I do want the main thoroughfares to stand out from other areas though.
I did keep it a bit simple around the res-node, probably the most simple of all areas in the room.. but I do think its easy to think a surface is bland because everything else is busy. I won't touch it.. for now..
buy yeah, definately going for neat but grimy approach.. slightly warm colours and plenty of variation in depth.
EDIT:
nice and angular there psyko.. multi-tier is nice. the colour contrast between play area and not looks good too.
Thanks!
Unfortunately there aren't any more areas finished or even started to show, because I'm slow, don't map every day and the first days of a new area usually involve a lot of ragequitting :/
At least I've mapped out the layout with floor faces and checked travelling times :D
Eventually I'll make my own thread with layout, updated screens and so on..
Been working on my map since march and only have 3/4 of marine start and most of the secondary hallway connecting to marine start finished.
Also my first time I really tried to make a map so I guess that factors in as well.
Ventilation:
<img src="http://img228.imageshack.us/img228/1779/ns17r.jpg" border="0" class="linked-image" />
A huge fan on the bottom and one above the res node; both with light behind, ofc :p
I'm not using any rock props yet, so they are still a little flat
<img src="http://img62.imageshack.us/img62/9104/ns18.jpg" border="0" class="linked-image" />
Edit: It seems one can't scale rotating fans?!? The prop_dynamic goes back to a scale of 1;1;1 :/<!--QuoteEnd--></div><!--QuoteEEnd-->
wow!
the curves in those remind me a little bit of metroid prime corruption (which had some awesomely creative level designs)