<!--quoteo(post=1930590:date=Apr 27 2012, 01:48 AM:name=hookeyed)--><div class='quotetop'>QUOTE (hookeyed @ Apr 27 2012, 01:48 AM) <a href="index.php?act=findpost&pid=1930590"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for the feedback guys. I haven't had much time this week to work on the map but I took tonight to fix this concept up.
I was wondering if any other mappers would consider using this in their map when I complete it. Doing my best to keep it close to the visual tone of the game for this reason.
Rudy, I use a combination of 3ds max and photoshop. Did up a very basic mesh to paint over first, I find this way I can get a concept done in a night or two of hard work.<!--QuoteEnd--></div><!--QuoteEEnd-->
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
Sorry Tig but I stopped working on that model when the team released the new ship with docking. Thanks for the kind words swalk, I might end up picking it up again in the distant future.
So why not turn it into combat map? They are much smaller and it will help you experience whole level design process. You will gain selfconfidence and you will be the ready for bigger project.
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
So I've been talking to a few people and apparently there is more interest in this map than I previously thought. That has really motivated me to pick this little project back up and now I'm going at it full speed. I started by completely redoing the lighting as it just wasn't looking real or dramatic enough.
<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=96232694&searchtext=" target="_blank">The newest version is up on the steam workshop</a> and <i>should</i> be playable. I've got some playtesting planned for the coming weeks (finally, wooo!) and hopefully that'll give me a better feel for game flow and combat. Anyway, here are some screens of the changes I've made incase you skipped the front page:
Haha cool I just check out the whole thread this morning and here you are! It really looks like a pro map and I don't really understand why you stopped in the first place but okay ;) It has a good chance in becoming a good map if you go on like this.
I really like the design and your ideas! And be sure to implement some custom models like your ship which looks awesome :D
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
Thanks guys, I very much appreciate people taking the time to poke around my map.
As for why I was getting discouraged, I wasn't really sure if I was good enough at this to justify spending my time on mapping instead of moving on to other art forms. After redoing the lighting I'm starting to see something I can be proud of by my own standards.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
A while back when I first started getting a little more serious with the Spark Editor I also had moments where I felt unable to do anything half-decent with it. Janos then provided me with solid lighting tips, and I eventually noticed some improvements in what I was doing. So I'm glad you're sticking to it - with experience comes improvement and that will result in a cool, cool map. \o/
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
One thing I've been thinking about, the support from the community here is amazing. I ask a question and I have the answer within a few hours, often from a different person every time. I think it comes down to how the dev team have been fostering these forums in a way that few other companies do. This new years I'm raising a glass to those guys.
From the looks of things your map has great potential, however you lighting is so dark and contrasty it makes it difficult to see anything outside of the main key lights.
I would advise putting in some bounce lights to help bring the darkness into the light a bit more. Looking forward to your progress! :)
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
edited January 2013
Thanks for the constructive feedback obraxis, I've heard another person say the same thing so I'll definitely keep that in mind while redoing the lights again. I've been crunching away at remaking certain sections of the map, will have something to look at shortly. My goal is to have this 95% complete by the end of the month. It's ambitious with the drastic changes I'm making but I'm confident I can make the deadline.
Hey hookeyed. We played your map and I'm pretty sure everyone had a lot of fun on it. Great visuals (albeit a bit dark sometimes) and good flow. The biggest problem with the map so far, I think, is the 3 Tech Points Reactor Lift, Particle Accelerator and Cooling Towers. Their placement isn't really good I think and/or one of these Tech Points may be unnecessary. The Power Node powering Signal Emission has a really weird position, powering both the Tech Point room and the winding corridor to the left of Docking. This confused Blasphemy when I dropped the RT. :p I'd suggest moving the node inside Signal Emission and creating another one in the corridor.
I managed to put an armory in the wall in Biodome: <a href="http://imgur.com/LWYiIfd" target="_blank"><img src="http://i.imgur.com/LWYiIfdl.jpg" border="0" class="linked-image" /></a>
I can't drop medpacks on this side of Reactor Lift; the medpacks stay on the ceiling: <a href="http://imgur.com/U02rWXb" target="_blank"><img src="http://i.imgur.com/U02rWXbl.jpg" border="0" class="linked-image" /></a>
This is my opinion, but if you successfully hold this position you can lock down both Particle Accelerator and Cooling Towers very easily, especially with JPs: <a href="http://imgur.com/aQyArrO" target="_blank"><img src="http://i.imgur.com/aQyArrOl.jpg" border="0" class="linked-image" /></a>
Other than that, awesome map. And I love the skybox too.
yeah its a good map the engagements and distances feel nice, but i'll second what skacky said about tech point positioning and lighting. especially the lighting, as its far too dark! It might seem atmospheric but it just hinders the shooting and navigation and left me somewhat frustrated. Something closer to official maps would be preferable.
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
That's awesome you guys had a good playtest. Thanks for posting feedback here as well. I'm doing a massive overhaul on geometry as we speak, pretty much redesigning all of it from scratch. Once I have the marine side of the map complete I'll post another playtest version.
A few main points I'll be focusing on in the redesign will be narrower corridors for alien cover and brighter lighting overall. I'm also thinking about adding more corridors to prevent bottlenecks like the one for particle accelerator and cooling towers, Skacky.
Oh i didn't compliment you on the lovely S shaped tunnel/corridors (going into the top middle) I love the geometry and the yellow/dark metal! Top marks for them!
Comments
<img src="http://img38.imageshack.us/img38/3922/tiercelconcept.jpg" border="0" class="linked-image" />
I was wondering if any other mappers would consider using this in their map when I complete it. Doing my best to keep it close to the visual tone of the game for this reason.
Rudy, I use a combination of 3ds max and photoshop. Did up a very basic mesh to paint over first, I find this way I can get a concept done in a night or two of hard work.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'll use it bro.
<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=96232694&searchtext=" target="_blank">The newest version is up on the steam workshop</a> and <i>should</i> be playable. I've got some playtesting planned for the coming weeks (finally, wooo!) and hopefully that'll give me a better feel for game flow and combat. Anyway, here are some screens of the changes I've made incase you skipped the front page:
<img src="http://imageshack.us/a/img94/1015/2012121900007.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img819/8489/2012121900005.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img10/5248/2012121900006.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img812/3289/2012121900008.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img835/6478/2012121900001a.jpg" border="0" class="linked-image" />
I really like the design and your ideas! And be sure to implement some custom models like your ship which looks awesome :D
I'm happy to see you continue! truly :)
Your most recent lighting changes, from previous versions, look fantastic.
I'll load up the map sometime and poke around.
As for why I was getting discouraged, I wasn't really sure if I was good enough at this to justify spending my time on mapping instead of moving on to other art forms. After redoing the lighting I'm starting to see something I can be proud of by my own standards.
Looks fantastic so far :D.
I would advise putting in some bounce lights to help bring the darkness into the light a bit more. Looking forward to your progress! :)
I'd suggest moving the node inside Signal Emission and creating another one in the corridor.
I managed to put an armory in the wall in Biodome:
<a href="http://imgur.com/LWYiIfd" target="_blank"><img src="http://i.imgur.com/LWYiIfdl.jpg" border="0" class="linked-image" /></a>
I can't drop medpacks on this side of Reactor Lift; the medpacks stay on the ceiling:
<a href="http://imgur.com/U02rWXb" target="_blank"><img src="http://i.imgur.com/U02rWXbl.jpg" border="0" class="linked-image" /></a>
This is my opinion, but if you successfully hold this position you can lock down both Particle Accelerator and Cooling Towers very easily, especially with JPs:
<a href="http://imgur.com/aQyArrO" target="_blank"><img src="http://i.imgur.com/aQyArrOl.jpg" border="0" class="linked-image" /></a>
Other than that, awesome map. And I love the skybox too.
modID: 5bc64f6
A few main points I'll be focusing on in the redesign will be narrower corridors for alien cover and brighter lighting overall. I'm also thinking about adding more corridors to prevent bottlenecks like the one for particle accelerator and cooling towers, Skacky.