I recommend github for hosting. Easier to keep track of files too.
Not my map, but: some dimensions are a bit off. This is of course understandable but I recommend going through the corridors and compare with NS1 before adding detail because it can be quite a bit of work to actually fix it it stays. Anyway good work!
<!--quoteo(post=1877550:date=Sep 30 2011, 02:16 PM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Sep 30 2011, 02:16 PM) <a href="index.php?act=findpost&pid=1877550"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here are the first screenshots from Beta 1. I will add more stuff to the skybox in subsequent Betas.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
edited September 2011
Where did veil take place exactly? I'm not sure it ever had a real 'story' to go along with it like some of the other maps. Anyways hope you're able to make a really good skybox that emulates the original. Would love to look out the big window @ west skylights. Anyways, I really hope you're able to make this map look\play amazing so maybe it'll get included officially at some point?
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1877604:date=Sep 30 2011, 08:10 PM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Sep 30 2011, 08:10 PM) <a href="index.php?act=findpost&pid=1877604"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Where did veil take place exactly? I'm not sure it ever had a real 'story' to go along with it like some of the other maps. Anyways hope you're able to make a really good skybox that emulates the original. Would love to look out the big window @ west skylights. Anyways, I really hope you're able to make this map look\play amazing so maybe it'll get included officially.<!--QuoteEnd--></div><!--QuoteEEnd-->
Veil was in space, but space kind of bores me. No offense to space.
Uh, no. I guess I hadn't even considered that. Isn't the game over if... ugh
Edit: I can make the hive work there I think. It'd be highly freaking unlikely considering the distance between MS and Subsector/Pipeline, but I guess I've got to prepare for that stuff as well.
Edit2: Problem Solved <img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/folder_post_icons/icon10.gif" border="0" class="linked-image" />
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1877638:date=Oct 1 2011, 01:55 AM:name=Pyromaniac)--><div class='quotetop'>QUOTE (Pyromaniac @ Oct 1 2011, 01:55 AM) <a href="index.php?act=findpost&pid=1877638"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ms looks good the dimesions for the map seem too big though.<!--QuoteEnd--></div><!--QuoteEEnd-->
Nothing has changed size wise from the second alpha with correct scale. It's pretty much spot-on, maybe the screenshots make it look bigger or something.
<!--quoteo(post=1877650:date=Oct 1 2011, 09:18 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Oct 1 2011, 09:18 AM) <a href="index.php?act=findpost&pid=1877650"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think that is the best looking lighting in NS2 so far. Nice job fmpone!<!--QuoteEnd--></div><!--QuoteEEnd-->
It's photoshopped, you can't get that contrast in-game.
The corridor looks weird. You got the supports then some grates and light coming in.
Maybe make it a curved wall with a window and remove the grate if you want to keep the external lighting theme?
I rather like the grates, it's certainly something different rather than windows again. Though the view does give the impression of the place being somewhere up high or flying right now.
What was veil originally? I'd never really gave it much thought before but I didn't think of it as a ship or a tall building.
Looks great m8, going to give it a whirl on wednesday at last (Been dying to give it a go) an likely nit pick like crazy but i'll try and keep my nostalgia goggles tucked away an be objective, while yearning for the golden days.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1877692:date=Oct 1 2011, 01:32 PM:name=Janos)--><div class='quotetop'>QUOTE (Janos @ Oct 1 2011, 01:32 PM) <a href="index.php?act=findpost&pid=1877692"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks great m8, going to give it a whirl on wednesday at last (Been dying to give it a go) an likely nit pick like crazy but i'll try and keep my nostalgia goggles tucked away an be objective, while yearning for the golden days.<!--QuoteEnd--></div><!--QuoteEEnd-->
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
edited October 2011
Do you know anyone who is good with texture work that can make a recreation (enhancement) of the old ns_veil skybox? I always liked how it was night-time and pretty with the stars and moon overhead. It would look amazing on the new engine with a proper skybox with the reddish hue of the landscape, the moonlight coming in from outside, and the stars twinkling on the horizon. Makes me think of the view from the observatory from Mass Effect 2, except on a planet.
Also I don't really like the look of the grates on the path from MS > TOPO. It looks weird. Something to accentuate the nighttime feel of veil would be cool. Maybe retractable windows like this!: <a href="http://www.youtube.com/watch?v=OAL5ed_Heyo" target="_blank">http://www.youtube.com/watch?v=OAL5ed_Heyo</a> (7:37 mark for reference. Show off that dynamic lighting!)
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
I'm probably going to end up taking artistic liscense with the skybox area, since the daytime theme is more exciting to me than the nighttime theme. I could go back and change it around as well, but the idea of recreating Veil is more to do with layout than visuals, since Veil was not the most exciting map visually.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
edited October 2011
Walking around this map feels like walking around the inside of an Egyptian pyramid with windows, that's the best way to describe it right now. I may change the map name to NS2_Horus if this keeps up (also if Andrew never gets back to me about permission to use the Veil name)
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
I love what you've done. And kinda liked that grate better on the windows it gave it an oldskool doom1/2 feel to it with those chains too, but those panels are good too.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
It's all changing around of course. And I'm getting help from a bunch of people to see what works best. Ultimately I'm taking my time here to get it right, since there will be a good amount of duplication down the line. So take everything with a grain of salt :)
<!--quoteo(post=1877709:date=Oct 1 2011, 09:53 PM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Oct 1 2011, 09:53 PM) <a href="index.php?act=findpost&pid=1877709"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->YOU BETTER GET MAPPING SOON!<!--QuoteEnd--></div><!--QuoteEEnd-->
I'll be back to mapping soon lol.
An I love the lighting, reminds me heavily of the lighting theme im using for ns_serva plus those screenshots definetly look like more a re-imagining of veil, looks great!
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
My new friend Mark S helped ghost write this scene. He saw the struggles I was having with this hallway and did a fast mock-up for me just before bed. Thus, this
We'll see what he makes of these shots tomorrow. There's still much more work to do, but Mark has offered his assistance with such design help and also custom assets, so thanks to Mark and hopefully with his help the map will come together better, faster.
Comments
Not my map, but: some dimensions are a bit off. This is of course understandable but I recommend going through the corridors and compare with NS1 before adding detail because it can be quite a bit of work to actually fix it it stays. Anyway good work!
<img src="http://img97.imageshack.us/img97/3925/veilspawn1.png" border="0" class="linked-image" />
<img src="http://img829.imageshack.us/img829/5975/veilspawn2.png" border="0" class="linked-image" />
<img src="http://img13.imageshack.us/img13/8905/veilspawn3.png" border="0" class="linked-image" />
<img src="http://img97.imageshack.us/img97/3925/veilspawn1.png" border="0" class="linked-image" />
<img src="http://img829.imageshack.us/img829/5975/veilspawn2.png" border="0" class="linked-image" />
<img src="http://img13.imageshack.us/img13/8905/veilspawn3.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Man... And i thought the first screenshots you had in the OP were breath-taking.
Veil was in space, but space kind of bores me. No offense to space.
one question came to my mind. Did you consider the possibility of a hive being droped in ms? Is the roof above the cc high enough to place a hive?
rest looks sooo good.
one question came to my mind. Did you consider the possibility of a hive being droped in ms? Is the roof above the cc high enough to place a hive?
rest looks sooo good.<!--QuoteEnd--></div><!--QuoteEEnd-->
Uh, no. I guess I hadn't even considered that. Isn't the game over if... ugh
Edit: I can make the hive work there I think. It'd be highly freaking unlikely considering the distance between MS and Subsector/Pipeline, but I guess I've got to prepare for that stuff as well.
Edit2: Problem Solved <img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/folder_post_icons/icon10.gif" border="0" class="linked-image" />
Ill name my first child fmpone ;)
Ill name my first child fmpone ;)<!--QuoteEnd--></div><!--QuoteEEnd-->
Hahaha thank you. You might want to name him Psykoman, you'll get your maps quicker that way lol
Nothing has changed size wise from the second alpha with correct scale. It's pretty much spot-on, maybe the screenshots make it look bigger or something.
<img src="http://img823.imageshack.us/img823/2315/veilholygrail2.png" border="0" class="linked-image" />
<img src="http://img638.imageshack.us/img638/2055/veilholygrail3.png" border="0" class="linked-image" />
<img src="http://img17.imageshack.us/img17/7863/veilhallway.png" border="0" class="linked-image" />
<img src="http://img204.imageshack.us/img204/5893/veilhallway2.png" border="0" class="linked-image" />
I think that is the best looking lighting in NS2 so far. Nice job fmpone!
It's photoshopped, you can't get that contrast in-game.
The corridor looks weird. You got the supports then some grates and light coming in.
Maybe make it a curved wall with a window and remove the grate if you want to keep the external lighting theme?
What was veil originally? I'd never really gave it much thought before but I didn't think of it as a ship or a tall building.
Nope, you're wrong
YOU BETTER GET MAPPING SOON!
<a href="http://imageshack.us/photo/my-images/132/veilskybox.jpg/" target="_blank"><img src="http://img132.imageshack.us/img132/9442/veilskybox.th.jpg" border="0" class="linked-image" /></a>
Also I don't really like the look of the grates on the path from MS > TOPO. It looks weird. Something to accentuate the nighttime feel of veil would be cool. Maybe retractable windows like this!: <a href="http://www.youtube.com/watch?v=OAL5ed_Heyo" target="_blank">http://www.youtube.com/watch?v=OAL5ed_Heyo</a> (7:37 mark for reference. Show off that dynamic lighting!)
<a href="http://imageshack.us/photo/my-images/6/veiltopo.jpg/" target="_blank"><img src="http://img6.imageshack.us/img6/7456/veiltopo.th.jpg" border="0" class="linked-image" /></a>
Some more reference shots:
<a href="http://imageshack.us/photo/my-images/809/veiloverlook.jpg/" target="_blank"><img src="http://img809.imageshack.us/img809/1097/veiloverlook.th.jpg" border="0" class="linked-image" /></a>
<a href="http://imageshack.us/photo/my-images/26/powercore.jpg/" target="_blank"><img src="http://img26.imageshack.us/img26/3594/powercore.th.jpg" border="0" class="linked-image" /></a>
On a side note, I can't wait till they get full transparency in the engine and get the glossy type window shaders in to show off the windowed areas.
<img src="http://img59.imageshack.us/img59/4033/newveilhallway1.png" border="0" class="linked-image" />
<img src="http://img833.imageshack.us/img833/4202/newveilhallway2.png" border="0" class="linked-image" />
<img src="http://img836.imageshack.us/img836/4323/newveilhallway3.png" border="0" class="linked-image" />
<img src="http://img840.imageshack.us/img840/7166/newveilhallway4.png" border="0" class="linked-image" />
:D
I'll be back to mapping soon lol.
An I love the lighting, reminds me heavily of the lighting theme im using for ns_serva plus those screenshots definetly look like more a re-imagining of veil, looks great!
<img src="http://img412.imageshack.us/img412/7472/veilwindow.jpg" border="0" class="linked-image" />
<img src="http://img202.imageshack.us/img202/5665/veil02.jpg" border="0" class="linked-image" />
became this
<img src="http://img207.imageshack.us/img207/8224/newhallway1.png" border="0" class="linked-image" />
<img src="http://img833.imageshack.us/img833/8384/newhallway2.png" border="0" class="linked-image" />
We'll see what he makes of these shots tomorrow. There's still much more work to do, but Mark has offered his assistance with such design help and also custom assets, so thanks to Mark and hopefully with his help the map will come together better, faster.