I was wondering how you made the curved supports in junction that go up the sides of the wall. I have been trying to make them but find no real easy and clean way. What is your secret.
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
<!--quoteo(post=2023155:date=Nov 14 2012, 10:27 AM:name=Rudy.cz)--><div class='quotetop'>QUOTE (Rudy.cz @ Nov 14 2012, 10:27 AM) <a href="index.php?act=findpost&pid=2023155"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There has been new update of the map on Steam workshop. I have remade another piece of map - Alien junction. Also I have enhanced the occlusion geometry for improved performance and made some other various adjustments (mainly to alien side, to keep the balance)
I just wanna let you know that this project still goes on, but at much slower pace "thanks" to some IRL issues (and Dark Souls, shame on me! :-)). But the project is not dead! I am working on Alien Start and I am roughtly 50% done, but the area is not simple task - especially gameplay wise.
But lets stop talking, here is some proof:
The theme is goint to be "central ventilation shaft"
Still WIP stuff and the screenshots actually can not capture the whole idea of the area. <img src="https://dl.dropbox.com/u/62994473/co_core17b.jpg" border="0" class="linked-image" /> <img src="https://dl.dropbox.com/u/62994473/co_core18b.jpg" border="0" class="linked-image" />
Looking really good, Although there is something about the "V" shaped supports that just seems out of place. I would recommend adding small details to the ground around the supports and steps, and other places were the geometry meets the ground, it will help making it look less flat.
<!--quoteo(post=2023155:date=Nov 14 2012, 02:57 PM:name=Rudy.cz)--><div class='quotetop'>QUOTE (Rudy.cz @ Nov 14 2012, 02:57 PM) <a href="index.php?act=findpost&pid=2023155"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here is one screenhot of new Alien junction
Comments and feedback welcomed :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Attention to detail was totally worth it here. The pipes in this small intersection really give the impression of a huge industrial facility. Quality is really outstanding.
VonDoomKnee deep in the latencyJoin Date: 2009-10-08Member: 68989Members, Reinforced - Shadow
Holy moly this is impressive, I especially like alien junction. it seems a like a complex thing to build, but despite all the pipes and cables it still looks visually clean because of the simple color palette and symmetry.
<!--quoteo(post=2058428:date=Jan 9 2013, 05:31 PM:name=Who is Mike Jones?)--><div class='quotetop'>QUOTE (Who is Mike Jones? @ Jan 9 2013, 05:31 PM) <a href="index.php?act=findpost&pid=2058428"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think you need to add another tone of color in those areas. I feel like it is overloaded with orange.<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually that was on purpose, marine vs. alien - blue vs. orange, but I could change it eventually if more people will suggest it.
VonDoomKnee deep in the latencyJoin Date: 2009-10-08Member: 68989Members, Reinforced - Shadow
If i'd change something I would maybe add a little bit of red emergency lighting in the ceiling and darken the end corridor a little more. My 2 cents : )
I think its smart to have a blue-orange color theme though, it does make it easier to orient around the map. TF2 uses this technique too, RED bases are of wood and painted red, BLU are concrete and industrial with a blue theme.
I can't say I've ever played combat mod, but this sure does look good! and personally I love the warm colours. I'm looking forward to seeing the marine counter-part to these sections!
Ok, there was slight update to co_Core. Mostly some bugfixes suggested during Spark colective session. Also new test layout for Marine Spawn and Juction was greyboxed. See you online!
Well playing core converted me to combat mode, I really enjoy this map! Unfortunately I'll be moving house this Sunday, so I'll need to set some people up with admin rights so you can use the server! I'll sort you guys out Friday night!
Rudy, you do awesome work, I wish my geometry was as good as yours, however I don't think the most recent change to marine start was good. Marine win % seems to be dropping. I don't know how to fix it - just an observation.
Thanks for feedback. I am watching the NS2 stats and I am aware of the situation. Unfortunately because of the IRL issues I dont have enought time for Core development. When things will settle down I will finish the map and tweak the layout.
Yeah I really love core.. great intense combat map. but its not quite perfect yet :P
The top of the balcony feels a little naked as an alien, it needs a forklift or something hanging out near the middle so I've got some cover. Talking of forklifts, the one at the ground level,center in the corridor towards marine back entrance is positioned slightly off. as a skulk it looked like i could get through the left hand side but its just too tight, also as a lerk going over off was a bit but that could just be my cock eyed flying.
Minor niggles really :P
The top of the balcony feels a little naked as an alien, it needs a forklift or something hanging out near the middle so I've got some cover.
Err, actually I feel, that the forklift in the tunel looks a bit cheesy as a cover. I wanted to come up with something more interesting than another crate or pipe. The forklift was putted there in a despair
The same goes for "balcony", so I think that minor redesign of whole area will be needed, to come up with something more "coherent".
Any original ideas for cover except of crates, pipes, computer terminals or forklifts :-D
@Rudy.cz, the hive needs a escape tunnel or something.
Was playing aliens and all rines camped outside the hive , just shot everything that tried to come out,
no alien could move our do anything till aliens lost.
You could make the vent entrance in the hive more obvious. And one under the floor, leading to the far side of the room by the cavern entrance, that could be good. The long lines of sight marines have into the hive room can be tough for aliens.
Comments
Here is one screenhot of new Alien junction
<img src="https://dl.dropbox.com/u/62994473/co_core16b.jpg" border="0" class="linked-image" />
Comments and feedback welcomed :)<!--QuoteEnd--></div><!--QuoteEEnd-->
The pipe detailing at the top is pretty elegant. There's something great about this section.
But lets stop talking, here is some proof:
The theme is goint to be "central ventilation shaft"
Still WIP stuff and the screenshots actually can not capture the whole idea of the area.
<img src="https://dl.dropbox.com/u/62994473/co_core17b.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/62994473/co_core18b.jpg" border="0" class="linked-image" />
I would appreciate your early feedback! :)
Ok maybe not enough space for lerks to fly but I can't really see what's going on at the ceiling..
Really loving your style :)
Here are few shots
<img src="https://dl.dropbox.com/u/62994473/co_core19b.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/62994473/co_core20b.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/62994473/co_core21b.jpg" border="0" class="linked-image" />
Feedback welcomed :)
<img src="https://dl.dropbox.com/u/62994473/co_core16b.jpg" border="0" class="linked-image" />
Comments and feedback welcomed :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Attention to detail was totally worth it here. The pipes in this small intersection really give the impression of a huge industrial facility. Quality is really outstanding.
keep up the good work<3
<!--quoteo(post=2058428:date=Jan 9 2013, 05:31 PM:name=Who is Mike Jones?)--><div class='quotetop'>QUOTE (Who is Mike Jones? @ Jan 9 2013, 05:31 PM) <a href="index.php?act=findpost&pid=2058428"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think you need to add another tone of color in those areas. I feel like it is overloaded with orange.<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually that was on purpose, marine vs. alien - blue vs. orange, but I could change it eventually if more people will suggest it.
I think its smart to have a blue-orange color theme though, it does make it easier to orient around the map. TF2 uses this technique too, RED bases are of wood and painted red, BLU are concrete and industrial with a blue theme.
Here is a screenshot
The top of the balcony feels a little naked as an alien, it needs a forklift or something hanging out near the middle so I've got some cover. Talking of forklifts, the one at the ground level,center in the corridor towards marine back entrance is positioned slightly off. as a skulk it looked like i could get through the left hand side but its just too tight, also as a lerk going over off was a bit but that could just be my cock eyed flying.
Minor niggles really :P
Err, actually I feel, that the forklift in the tunel looks a bit cheesy as a cover. I wanted to come up with something more interesting than another crate or pipe. The forklift was putted there in a despair
The same goes for "balcony", so I think that minor redesign of whole area will be needed, to come up with something more "coherent".
Any original ideas for cover except of crates, pipes, computer terminals or forklifts :-D
Was playing aliens and all rines camped outside the hive , just shot everything that tried to come out,
no alien could move our do anything till aliens lost.
That is awesome idea, thanks !!