I nearly cried with joy when I saw those screenshots. I've not been playing NS2 for quite some time (waiting for a more feature complete version) but if this map is released before the feature complete-ish version is released, I don't think I could resist hopping in and having a few games.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1892887:date=Jan 6 2012, 04:04 PM:name=yes_satan)--><div class='quotetop'>QUOTE (yes_satan @ Jan 6 2012, 04:04 PM) <a href="index.php?act=findpost&pid=1892887"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks about 10 times better than your map.<!--QuoteEnd--></div><!--QuoteEEnd-->
I remember Cory or <Insert other dev here> said they wanted rooms and areas and tech points to be light. So other atmospherics, dynamic infestation would improve the intensity of the atmosphere. Any darkness is designed to be part of the tech-point broken thing to show a contested area.
So I think it is very dark and could do with lightening up. With that being said, I think it's a fair comment would be nice to think if fmpone thinks that it could be too dark too? Or it's not final lighting? Or what not.
<!--quoteo(post=1892887:date=Jan 6 2012, 01:04 PM:name=yes_satan)--><div class='quotetop'>QUOTE (yes_satan @ Jan 6 2012, 01:04 PM) <a href="index.php?act=findpost&pid=1892887"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks about 10 times better than your map.<!--QuoteEnd--></div><!--QuoteEEnd-->
1 Post and joined today, not the best way to make a good first impression.
<!--quoteo(post=1892906:date=Jan 6 2012, 06:55 PM:name=Heroman117)--><div class='quotetop'>QUOTE (Heroman117 @ Jan 6 2012, 06:55 PM) <a href="index.php?act=findpost&pid=1892906"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1 Post and joined today, not the best way to make a good first impression.<!--QuoteEnd--></div><!--QuoteEEnd--> and fmpone managed to post 1 minute after the new guy... a bit fishy. :)
zombiehellmonkeyJoin Date: 2007-08-31Member: 62093Members, Squad Five Blue
Fmpone, check out <a href="http://www.mattpainting.com/" target="_blank">http://www.mattpainting.com/</a> ... he's a friend of mine and does amazing skyboxes, I'm sure he will do it just to add more game stuff to his portfolio. Tell him that I sent you, I'm sending him a message right now.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1893318:date=Jan 10 2012, 12:41 AM:name=zombiehellmonkey)--><div class='quotetop'>QUOTE (zombiehellmonkey @ Jan 10 2012, 12:41 AM) <a href="index.php?act=findpost&pid=1893318"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fmpone, check out <a href="http://www.mattpainting.com/" target="_blank">http://www.mattpainting.com/</a> ... he's a friend of mine and does amazing skyboxes, I'm sure he will do it just to add more game stuff to his portfolio. Tell him that I sent you, I'm sending him a message right now.<!--QuoteEnd--></div><!--QuoteEEnd-->
Wow no kidding! I <i>really</i> dig this guy's work!
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Don't want to hi-jack, but <a href="http://www.mattpainting.com/index.php?link=ca&image=05" target="_blank">mattpainting</a> would be a great model for NS2 :)
The appearance looks very cool, but I have some criticism. I don't know where those big pipes are supposed to be but adding them in the hiveroom would be just bad. Also to stay true to the spirit and high gameplay of old veil, try to make the props and detail out of places where marines or skulks move. NS2 has more darker color scheme, but I'd appreciate if the map were as bright as possible, as old veil was a bright map. The MS looks fine but some of the corridors too dark imo.
Original veil was probably the best map, earmarked with bright corridors, simple corridors, little props and great layout. You don't know need to know how it works exactly, but it works. I mean its your map, so do what you want but if you want to replicate the success, stay true these same principles. NS1 was cluttered with maps whose authors got excited about the good looks and "props", making just maps nobody played because they had terrible playability. I would be sad if this happend to veil-remake. (not making any verdicts here, just stating the possiblity).
Since there's no public version its hard to comment any further, but I think feedback could be valuable "before its too late".
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1893327:date=Jan 10 2012, 02:40 AM:name=Jiriki)--><div class='quotetop'>QUOTE (Jiriki @ Jan 10 2012, 02:40 AM) <a href="index.php?act=findpost&pid=1893327"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The appearance looks very cool, but I have some criticism. I don't know where those big pipes are supposed to be but adding them in the hiveroom would be just bad. Also to stay true to the spirit and high gameplay of old veil, try to make the props and detail out of places where marines or skulks move. NS2 has more darker color scheme, but I'd appreciate if the map were as bright as possible, as old veil was a bright map. The MS looks fine but some of the corridors too dark imo.
Original veil was probably the best map, earmarked with bright corridors, simple corridors, little props and great layout. You don't know need to know how it works exactly, but it works. I mean its your map, so do what you want but if you want to replicate the success, stay true these same principles. NS1 was cluttered with maps whose authors got excited about the good looks and "props", making just maps nobody played because they had terrible playability. I would be sad if this happend to veil-remake. (not making any verdicts here, just stating the possiblity).
Since there's no public version its hard to comment any further, but I think feedback could be valuable "before its too late".<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, thank you for the well made points, but it's really never too late. If something doesn't work I'll remove it, and probably without a second thought. It's just a lot easier to make those calculations when the map is out being played.
zombiehellmonkeyJoin Date: 2007-08-31Member: 62093Members, Squad Five Blue
edited January 2012
Technically, it could be too late because someone else might make a better and more playable Veil map remake, especially since all level files are editable by anyone.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1893345:date=Jan 10 2012, 06:28 AM:name=zombiehellmonkey)--><div class='quotetop'>QUOTE (zombiehellmonkey @ Jan 10 2012, 06:28 AM) <a href="index.php?act=findpost&pid=1893345"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Technically, it could be too late because someone else might make a better and more playable Veil map remake, especially since all level files are editable by anyone.
Now, how did you do the smoke effects?<!--QuoteEnd--></div><!--QuoteEEnd-->
The smoke effect is called a cinematic, you can find a really noticeable one in atrium on Summit. If you know a lot about the Spark editor that hopefully fully answer your question.
Comments
<img src="http://img683.imageshack.us/img683/7132/29443192.jpg" border="0" class="linked-image" />
<img src="http://img42.imageshack.us/img42/5126/65456002.jpg" border="0" class="linked-image" />
edit: my bad! I did something dumb with my links<!--QuoteEnd--></div><!--QuoteEEnd-->
wow! lighting is pure awesomeness
Keep up the good work fmpone, much love! <3
<a href="http://www.youtube.com/watch?v=vuAUI_0knfk" target="_blank">http://www.youtube.com/watch?v=vuAUI_0knfk</a>
Looks about 10 times better than your map.
Let's not do this.
So I think it is very dark and could do with lightening up. With that being said, I think it's a fair comment would be nice to think if fmpone thinks that it could be too dark too? Or it's not final lighting? Or what not.
1 Post and joined today, not the best way to make a good first impression.
It's ok. It's just 'Wilson'.
and fmpone managed to post 1 minute after the new guy... a bit fishy. :)
Wow no kidding! I <i>really</i> dig this guy's work!
Original veil was probably the best map, earmarked with bright corridors, simple corridors, little props and great layout. You don't know need to know how it works exactly, but it works. I mean its your map, so do what you want but if you want to replicate the success, stay true these same principles. NS1 was cluttered with maps whose authors got excited about the good looks and "props", making just maps nobody played because they had terrible playability. I would be sad if this happend to veil-remake. (not making any verdicts here, just stating the possiblity).
Since there's no public version its hard to comment any further, but I think feedback could be valuable "before its too late".
Original veil was probably the best map, earmarked with bright corridors, simple corridors, little props and great layout. You don't know need to know how it works exactly, but it works. I mean its your map, so do what you want but if you want to replicate the success, stay true these same principles. NS1 was cluttered with maps whose authors got excited about the good looks and "props", making just maps nobody played because they had terrible playability. I would be sad if this happend to veil-remake. (not making any verdicts here, just stating the possiblity).
Since there's no public version its hard to comment any further, but I think feedback could be valuable "before its too late".<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, thank you for the well made points, but it's really never too late. If something doesn't work I'll remove it, and probably without a second thought. It's just a lot easier to make those calculations when the map is out being played.
Now, how did you do the smoke effects?
Now, how did you do the smoke effects?<!--QuoteEnd--></div><!--QuoteEEnd-->
The smoke effect is called a cinematic, you can find a really noticeable one in atrium on Summit. If you know a lot about the Spark editor that hopefully fully answer your question.