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
As said above, you could make rubble stuff to make the sections fit together, or play whit particles / cinematics and make some crasy timeshift wormholy stuff... you could make the readyroom feature a sitrep/debrief screen explaining what has happined.
remade the med bay havent put in the beds i made didnt really like them so working on something else hopefully better and ive added a hospital hall on the end of the bay i love the height ive created its that high in the hall that the torch barely reaches the ceiling and thats not going to be the highest ceiling i make
ive already started working on an armoury hall will post pics of that when i get further along in it
please note the lighting is only basic i not started to work on that yet as i concentrating on making the rooms feel right then i can use the lighting to enhance the feel and not use the lighting as the only atmospherice influance thats how i feel anyway any experienced advice welcome any lighting advice of how to achive what i aiming for more than welcome
<!--quoteo(post=1826259:date=Jan 22 2011, 06:01 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jan 22 2011, 06:01 PM) <a href="index.php?act=findpost&pid=1826259"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It looks a little off, the cross beam things aren't matching up so its a random zig zag pattern not believable architecture :/<!--QuoteEnd--></div><!--QuoteEEnd-->
if you talking about the ceiling texture i agree not sure how to make what i want so im still toying with that at the mo
There are usually four, sometimes five arches before the actual door - guiding your view like a funnel. If you use this element (with a minimum of three arches) on every entrance in your map it will add a lot of the oppressive feeling that is so important to the Gothic architecture. It makes you feel small and insignificant, with the walls rather guiding than restrictive. What's really interesting for you here is the fact that those entrances are a pretty good bridge between a giant hall and a smaller corridor. To protect the gameplay from being absorbed by the visuals you need to have at least some smaller rooms, corridors and hallways. In a giant hall with a lot of space the aliens will have a hard time hiding from the marines' fire, you have to have smaller rooms with lots of different receipts. If the aliens have to cross long ways without protecting surroundings the marines will have an easy time spotting and killing them. Those entrances with three or more arches are possible in every scale and thus can bring the Gothic architecture to smaller rooms too.
You can - and should - have high ceilings, but not combined with lots of horizontal space or it will turn into an arena-like gameplay where aliens have a big disadvantage. If at all, I would limit that to the marine base, but definitely not in the more central places where aliens and marines are supposed to have balanced fights.
not done much work on building more of my map been working on texturing the ceiling some of the comments got me thinking and i fast finding out that making textures is really hard im not a photoshop pro but ive stuck with existing textures and i quite happy with the below pic but its still not right any help woudl be greatly recieved
<!--quoteo(post=1827880:date=Jan 27 2011, 09:43 PM:name=cron)--><div class='quotetop'>QUOTE (cron @ Jan 27 2011, 09:43 PM) <a href="index.php?act=findpost&pid=1827880"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another aspect of Gothic architecture that I haven't seen mentioned here so far are the typical entrances as seen here:
There are usually four, sometimes five arches before the actual door - guiding your view like a funnel. If you use this element (with a minimum of three arches) on every entrance in your map it will add a lot of the oppressive feeling that is so important to the Gothic architecture. It makes you feel small and insignificant, with the walls rather guiding than restrictive. What's really interesting for you here is the fact that those entrances are a pretty good bridge between a giant hall and a smaller corridor. To protect the gameplay from being absorbed by the visuals you need to have at least some smaller rooms, corridors and hallways. In a giant hall with a lot of space the aliens will have a hard time hiding from the marines' fire, you have to have smaller rooms with lots of different receipts. If the aliens have to cross long ways without protecting surroundings the marines will have an easy time spotting and killing them. Those entrances with three or more arches are possible in every scale and thus can bring the Gothic architecture to smaller rooms too.
You can - and should - have high ceilings, but not combined with lots of horizontal space or it will turn into an arena-like gameplay where aliens have a big disadvantage. If at all, I would limit that to the marine base, but definitely not in the more central places where aliens and marines are supposed to have balanced fights.<!--QuoteEnd--></div><!--QuoteEEnd-->
really loved the condensing door frames you will see it in my map thanks for the input
Personally I'd use the gothic art theme in a DM map not a NS2 map; although texture wise it might be worth using the supports to hold up an area that's rock. So the main of your textures will be rock, then you can use trims etc. on your supports; which allows you to then add lights and meshes to cover the rock etc. and make it more functional.
made reducing arches looks pretty cool but i think its another new texture to make will see what else looks good on them before i even start trying to make new textures im starting a list of textures i might need to make
<!--quoteo(post=1829184:date=Feb 2 2011, 04:26 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Feb 2 2011, 04:26 PM) <a href="index.php?act=findpost&pid=1829184"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->that's very unique, simple! it really has atmosphere. you should play around with some cinematics. i think torches or candles would be really cool.
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
I like your pics! Once you get your level geometry set up, be sure to add some props (pipes, screens, panels, ...) to get a sci-fi feeling. But the geometry is very nice. Brings a lot of atmosphere. I like the contrast in feeling between the crypt and the main hall. The crypt feels very claustrophobic while the in the hall you feel very insignificant. There is truly an inherent communication in those spaces, it is very interesting to see it still works when reproduced in a video game.
I was also thinking you could make use of all those cave props NS2 has to offer. Have some underground corridors leading to small, isolated chapels.
Overall I really like what you've done and how this is coming along. This is very unique in the NS world, albeit its be done in a lot of games, it can surely add a chapter to the ns story and will surely add to the richness and diversity of NS2 maps.
@Sgt_Simple: This is a really neat look you have going! I'm very surprised to find it as an NS2 map, but if you can make it work well, then go for it :D
I actually got to go to Italy a few years back, and got a ton of pictures of cathedrals (and other architecture) from Venice and the Vatican. Would those be something you'd find useful?
One thing to keep in mind: TSA is exploring space - who says this has to be a cathedral of *human* origin? I think it'd be fun to make it very recognizable, yet make it blatant that humans didn't make it. Offers an almost creepy sense of familiarity, while knowing that it's alien in origin. (not Kharaa)
edit: At the OP's request, I put together a bunch of photos. I find people commenting on someone's art (in this case, on someone's map) can offer more insight if they see the kinds of references that were available. Otherwise, anyone who's interested can check them out here. <a href="http://www.megaupload.com/?d=36ZPHARI" target="_blank">http://www.megaupload.com/?d=36ZPHARI</a>
Let me know if they look useful! (sorry so many indoor shots are blurry, that camera sucked in anything but broad daylight)
started new room today this is just one part of the area im working on you can only see a 3rd of it in this pic ignore the textures just using them to get an idea of what i can make this area into
the one thing im concerned about is that you are forcing a lot of ground vents due to the nature of the open gothic ceilings. it's sexy geometry but i'm not sure how the gameplay will be.
<!--quoteo(post=1830699:date=Feb 8 2011, 11:13 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Feb 8 2011, 11:13 PM) <a href="index.php?act=findpost&pid=1830699"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the one thing im concerned about is that you are forcing a lot of ground vents due to the nature of the open gothic ceilings. it's sexy geometry but i'm not sure how the gameplay will be.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have to wonder, is there anything that says if the Kharaa tunnel at all? Could get some holes through the tops of some of those supports, letting skulks/lerks zip through cover. Could also lead to tunnels in the ceiling.
Tig's argument might have a long-lasting point, though. I could see one or two rooms in a map done in this really high-arching cathedral style. If one was a hive room, it would be EPIC. However, if every room tries to look over the top and grand, then they all lose most of that "wow factor." There's also the huge issue of gameplay overall - these styles of rooms are very large and open. It would be very hard to play any alien except skulk or lerk.
One or two high-arching cathedral rooms = awesome and unique Every single room try to look cool in that same way = blah, ok what's next?
If you can blend those couple rooms in with a more traditional NS setting, it might work really well. Maybe the Marines built a large base into a mountain that just happened to be next to an ancient alien sanctuary. Due to some accident, a wall was broken through, revealing that the Kharaa found the sanctuary a long time ago, and were nesting right next to the Marines. The map's story could be that the Marines have to "excavate" these ruins and clear the infestation to secure their base. This kind of "backstory" to the map would allow a clear break point between technology and sanctuary, making the transition easier to map. It would also let you include several rooms and hallways in the gothic style, while keeping a large part of the map traditional NS.
i was thinking more along the lines of marines investigating a distress call from a religious colony
and dont worry so much about the sci fi theme it will happen all you are seeing at the mo is geometry i not even started to prop the rooms yet
<img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled11.jpg" border="0" class="linked-image" /> this was my first attempt at applying the sci fi theme to one of my rooms i didnt get very far as i kept getting more ideas about geometry and other room ideas so i consentrate on the geometry and once i got that done for my 11 rooms and i got them connected into a runable map i will add the sci fi to it then so i can get a good feel for the different parts of the map and what would best suit the area i have even tried to make my own props but i dont know how to make a model so i been using geometry to make them
<img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled8.jpg" border="0" class="linked-image" /> medical table i made its crap even tried to make stone coffins and various other objects but there all crap will see what happens
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
<!--quoteo(post=1830699:date=Feb 9 2011, 05:13 AM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Feb 9 2011, 05:13 AM) <a href="index.php?act=findpost&pid=1830699"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the one thing im concerned about is that you are forcing a lot of ground vents due to the nature of the open gothic ceilings. it's sexy geometry but i'm not sure how the gameplay will be.<!--QuoteEnd--></div><!--QuoteEEnd--> <a href="http://img153.imageshack.us/i/ventopenings.jpg/" target="_blank"><img src="http://img153.imageshack.us/img153/4517/ventopenings.th.jpg" border="0" class="linked-image" /></a>
great idea but i have already started such endevours but keep the ideas coming but please bare in mind that
i dont know how to make my own textures i dont know how to make my own models
so i am limited to what the devs make which is at this time very fustrating for me also i dont have a top down layout for a map to work with so the rooms are basic but i try to make sure there could be 2/3/4 entrance/exits to each room i am using the 6X8 Double layout from the mapping guidelines as the web to base my map on
kabo0mKT of Insomniacs Anonymous Gaming CommunityJoin Date: 2004-08-06Member: 30415Members
edited February 2011
Simple I must admit, your work rocks! The whole SA team awaits the finished product and thanks you for giving us this link on our forums. ;) I can see why .. so much it is just easier to refer us here! Wow you have done a LOT!
i could use some professional advice i cant seem to bring everything together i can mak ea room looks lovely but i cant make all my room connect together to make a layout its not the pratical side its the design side straight corridors suck and all my keep ending up very long and very straight
please help i will be hanging in #nsmapping on the gamesurge network any advice pm me there
Comments
<img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled14.jpg" border="0" class="linked-image" />
<img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled15.jpg" border="0" class="linked-image" />
<img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled16.jpg" border="0" class="linked-image" />
<img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled17.jpg" border="0" class="linked-image" />
<img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled18.jpg" border="0" class="linked-image" />
remade the med bay havent put in the beds i made didnt really like them so working on something else hopefully better and ive added a hospital hall on the end of the bay i love the height ive created its that high in the hall that the torch barely reaches the ceiling and thats not going to be the highest ceiling i make
ive already started working on an armoury hall will post pics of that when i get further along in it
please note the lighting is only basic i not started to work on that yet as i concentrating on making the rooms feel right then i can use the lighting to enhance the feel and not use the lighting as the only atmospherice influance thats how i feel anyway any experienced advice welcome any lighting advice of how to achive what i aiming for more than welcome
if you talking about the ceiling texture i agree not sure how to make what i want so im still toying with that at the mo
can't wait to see it with some windows :)
<img src="http://www.abload.de/img/untitled-16l6x.jpg" border="0" class="linked-image" />
There are usually four, sometimes five arches before the actual door - guiding your view like a funnel. If you use this element (with a minimum of three arches) on every entrance in your map it will add a lot of the oppressive feeling that is so important to the Gothic architecture. It makes you feel small and insignificant, with the walls rather guiding than restrictive.
What's really interesting for you here is the fact that those entrances are a pretty good bridge between a giant hall and a smaller corridor. To protect the gameplay from being absorbed by the visuals you need to have at least some smaller rooms, corridors and hallways. In a giant hall with a lot of space the aliens will have a hard time hiding from the marines' fire, you have to have smaller rooms with lots of different receipts. If the aliens have to cross long ways without protecting surroundings the marines will have an easy time spotting and killing them. Those entrances with three or more arches are possible in every scale and thus can bring the Gothic architecture to smaller rooms too.
You can - and should - have high ceilings, but not combined with lots of horizontal space or it will turn into an arena-like gameplay where aliens have a big disadvantage. If at all, I would limit that to the marine base, but definitely not in the more central places where aliens and marines are supposed to have balanced fights.
but ive stuck with existing textures and i quite happy with the below pic but its still not right any help woudl be greatly recieved
<img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled19.jpg" border="0" class="linked-image" />
There are usually four, sometimes five arches before the actual door - guiding your view like a funnel. If you use this element (with a minimum of three arches) on every entrance in your map it will add a lot of the oppressive feeling that is so important to the Gothic architecture. It makes you feel small and insignificant, with the walls rather guiding than restrictive.
What's really interesting for you here is the fact that those entrances are a pretty good bridge between a giant hall and a smaller corridor. To protect the gameplay from being absorbed by the visuals you need to have at least some smaller rooms, corridors and hallways. In a giant hall with a lot of space the aliens will have a hard time hiding from the marines' fire, you have to have smaller rooms with lots of different receipts. If the aliens have to cross long ways without protecting surroundings the marines will have an easy time spotting and killing them. Those entrances with three or more arches are possible in every scale and thus can bring the Gothic architecture to smaller rooms too.
You can - and should - have high ceilings, but not combined with lots of horizontal space or it will turn into an arena-like gameplay where aliens have a big disadvantage. If at all, I would limit that to the marine base, but definitely not in the more central places where aliens and marines are supposed to have balanced fights.<!--QuoteEnd--></div><!--QuoteEEnd-->
really loved the condensing door frames you will see it in my map thanks for the input
sgt barlow im looking in your direction
armoury ive not finished the floor and ive only put in shadow casting lighting at the mo but so far its my fave room
<img src="http://www.moviepicturedb.com/pictures/10_08/1982/82198/l_82198_3b1faeb3.jpg" border="0" class="linked-image" />
<img src="http://i.ytimg.com/vi/HlP_i6L6Xxg/0.jpg" border="0" class="linked-image" />
<img src="http://www.moviepicturedb.com/pictures/10_08/1982/82198/l_82198_3b1faeb3.jpg" border="0" class="linked-image" />
<img src="http://i.ytimg.com/vi/HlP_i6L6Xxg/0.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
if i knew how i would one of the things i requested from the devs was candles flame torch and braziers
started new room today crypt just trying to get a dark large but low head room sort of feel to it
I was also thinking you could make use of all those cave props NS2 has to offer. Have some underground corridors leading to small, isolated chapels.
Overall I really like what you've done and how this is coming along. This is very unique in the NS world, albeit its be done in a lot of games, it can surely add a chapter to the ns story and will surely add to the richness and diversity of NS2 maps.
I actually got to go to Italy a few years back, and got a ton of pictures of cathedrals (and other architecture) from Venice and the Vatican. Would those be something you'd find useful?
One thing to keep in mind: TSA is exploring space - who says this has to be a cathedral of *human* origin? I think it'd be fun to make it very recognizable, yet make it blatant that humans didn't make it. Offers an almost creepy sense of familiarity, while knowing that it's alien in origin. (not Kharaa)
edit:
At the OP's request, I put together a bunch of photos. I find people commenting on someone's art (in this case, on someone's map) can offer more insight if they see the kinds of references that were available. Otherwise, anyone who's interested can check them out here.
<a href="http://www.megaupload.com/?d=36ZPHARI" target="_blank">http://www.megaupload.com/?d=36ZPHARI</a>
Let me know if they look useful! (sorry so many indoor shots are blurry, that camera sucked in anything but broad daylight)
started new room today this is just one part of the area im working on you can only see a 3rd of it in this pic
ignore the textures just using them to get an idea of what i can make this area into
I have to wonder, is there anything that says if the Kharaa tunnel at all? Could get some holes through the tops of some of those supports, letting skulks/lerks zip through cover. Could also lead to tunnels in the ceiling.
Tig's argument might have a long-lasting point, though. I could see one or two rooms in a map done in this really high-arching cathedral style. If one was a hive room, it would be EPIC. However, if every room tries to look over the top and grand, then they all lose most of that "wow factor." There's also the huge issue of gameplay overall - these styles of rooms are very large and open. It would be very hard to play any alien except skulk or lerk.
One or two high-arching cathedral rooms = awesome and unique
Every single room try to look cool in that same way = blah, ok what's next?
If you can blend those couple rooms in with a more traditional NS setting, it might work really well. Maybe the Marines built a large base into a mountain that just happened to be next to an ancient alien sanctuary. Due to some accident, a wall was broken through, revealing that the Kharaa found the sanctuary a long time ago, and were nesting right next to the Marines. The map's story could be that the Marines have to "excavate" these ruins and clear the infestation to secure their base.
This kind of "backstory" to the map would allow a clear break point between technology and sanctuary, making the transition easier to map. It would also let you include several rooms and hallways in the gothic style, while keeping a large part of the map traditional NS.
and dont worry so much about the sci fi theme it will happen all you are seeing at the mo is geometry i not even started to prop the rooms yet
<img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled11.jpg" border="0" class="linked-image" />
this was my first attempt at applying the sci fi theme to one of my rooms i didnt get very far as i kept getting more ideas about geometry and other room ideas so i consentrate on the geometry and once i got that done for my 11 rooms and i got them connected into a runable map i will add the sci fi to it then so i can get a good feel for the different parts of the map and what would best suit the area i have even tried to make my own props but i dont know how to make a model so i been using geometry to make them
<img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled8.jpg" border="0" class="linked-image" />
medical table i made its crap even tried to make stone coffins and various other objects but there all crap will see what happens
<a href="http://img153.imageshack.us/i/ventopenings.jpg/" target="_blank"><img src="http://img153.imageshack.us/img153/4517/ventopenings.th.jpg" border="0" class="linked-image" /></a>
great idea but i have already started such endevours but keep the ideas coming but please bare in mind that
i dont know how to make my own textures
i dont know how to make my own models
so i am limited to what the devs make which is at this time very fustrating for me
also i dont have a top down layout for a map to work with so the rooms are basic but i try to make sure there could be 2/3/4 entrance/exits to each room i am using the 6X8 Double layout from the mapping guidelines as the web to base my map on
any help offered gratefully recieved
please help i will be hanging in #nsmapping on the gamesurge network any advice pm me there
thanks all