EPIC MS PAINT IS EPIC! :) Good job on the maps fellas. <img src="http://img195.imageshack.us/img195/8977/nsphotoshop.jpg" border="0" class="linked-image" />
I think the sizing is coming along great so far. The only thing I'm worried about is the hive being placed as the reference model doesn't match up with the pillar things at the top. So I'll most likely have to change that in a future update.
Just have to wait for the Biodome models to come out. I post some background info on this particular place later.
<!--quoteo(post=1748776:date=Jan 23 2010, 06:05 PM:name=CyberMantis)--><div class='quotetop'>QUOTE (CyberMantis @ Jan 23 2010, 06:05 PM) <a href="index.php?act=findpost&pid=1748776"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->color grading is going to be so bad for the look of the game. People will crank the contrast and give it the washed out blown highlight look of movies, totally amateur :(<!--QuoteEnd--></div><!--QuoteEEnd-->
Having a map editor is going to be so bad for the look of the game, people will make horrible ugly siege maps with crappy lighting and repetitive huge rooms, totally amateur.
Colour grading is an absolutely invaluable tool, it can improve anything, basically it's like mood lighting, you light an area to set its mood, then you use colour grading to shift <i>the entire scene</i> in the same direction, regardless of lighting, using it you can make different areas of the map look entirely unique even though they use the same textures.
Looking good pipi. lighting feels unique and natural at the same time. Maybe the Stairsprop is a bit overused imho. Whats the purpose of the room?
@slayer: i never played ns_eva, but it seems like you picked a real hard room to begin with. For start it looks good, maybe the 3rd catwalk on the right is too much but i can´t say that in this early development state. keep it going!
<!--quoteo(post=1749608:date=Jan 28 2010, 04:44 PM:name=Quasimetastabil)--><div class='quotetop'>QUOTE (Quasimetastabil @ Jan 28 2010, 04:44 PM) <a href="index.php?act=findpost&pid=1749608"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looking good pipi. lighting feels unique and natural at the same time. Maybe the Stairsprop is a bit overused imho. Whats the purpose of the room?<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, I had to keep the same "catwalk / grate" style in that area and from the room in the first pic to the room with the disco ball you have to move in height in the map that much so I had to "over-use" the stairs indeed. It doesn't look that bad while looking around from different angles and I kinda like the gameplay effect it should have (at least I think NS1 for the moment)
As for the purpose of the rooms well, I'm thinking more gameplay that purpose right now, that's how I build, haven't been a mapper until now but I guess that the first room is really an underground level room, darker in lightning, and have 2 techpoints but only one official (the other is the damaged prop). Might be an underground service/maintenance room, with "power generators" or whatever the tech point really are or do in the NS world.
The last room (with green trims) is just a 4-way octogonal room, lots of pipes and wires on the ceiling, door to your left gets you to the double node room and to your right a path to alien start.
EDIT: By the way, really nice work there. Lightning is really cool, although, in a gameplay perspective, it might be a bit confusing and in a realism perspective a bit fancy for a locker room ;) no biggy.
slayer20Killed a man once.Join Date: 2007-12-13Member: 63157Members, Reinforced - Shadow
<!--quoteo(post=1749608:date=Jan 28 2010, 09:44 PM:name=Quasimetastabil)--><div class='quotetop'>QUOTE (Quasimetastabil @ Jan 28 2010, 09:44 PM) <a href="index.php?act=findpost&pid=1749608"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@slayer: i never played ns_eva, but it seems like you picked a real hard room to begin with. For start it looks good, maybe the 3rd catwalk on the right is too much but i can´t say that in this early development state. keep it going!<!--QuoteEnd--></div><!--QuoteEEnd-->
That's because I never finished it :P
I still have the unfinished map. There are a couple rooms finished in my ns_eva map for NS. I'm going to re-make all of them. I'm going to do a basic grey-mapping of everything and hopefully a lot of good models will come out in the Biodome set.
I have this area completely finished in my NS map, along with the Marine Start, and a couple other rooms.
My setting for this map is a big tourist type place. So I plan to make it pretty cool. Needs awesome holograms and arcades.
The area you see was the Observatory Hive. This was a new "attraction" that people could come see a new species (the kharaa) that they've managed to capture. But they somehow managed to break out of the containment area and now take over the ship.
I have some screenshots laying around. I'll try to upload more later.
<!--quoteo(post=1749726:date=Jan 29 2010, 09:00 PM:name=slayer20)--><div class='quotetop'>QUOTE (slayer20 @ Jan 29 2010, 09:00 PM) <a href="index.php?act=findpost&pid=1749726"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would kind of like to make my own thread on this.<!--QuoteEnd--></div><!--QuoteEEnd-->
Then do so.
I always thought the "Post your screenshots thread!" was designed to show a completed area when you think it looks pretty damn good. Not to use as a development thread with greyboxing and unfinished work?
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited January 2010
I can finally map after the black textures/props bug was fixed, but I already have performance trouble with this scene: <a href="http://www.abload.de/image.php?img=ns2test01.qurm.jpg" target="_blank"><img src="http://www.abload.de/thumb/ns2test01.qurm.jpg" border="0" class="linked-image" /></a> <a href="http://www.abload.de/image.php?img=ns2test02.v5cp.jpg" target="_blank"><img src="http://www.abload.de/thumb/ns2test02.v5cp.jpg" border="0" class="linked-image" /></a>
Anyone else with low sys. specs or a Radeon card having trouble, when there are a decent amount of props visible? (It also lags without lighting; unlit mode)
I'm not even sure, if the lit scene is supposed to look that way because of my graphic card. Lighting quality and accuracy is way off in distance. (You can see in the 2nd pic how the shadow of that fold down ceiling part with the cable inside is missing, because I'm too far away)
BTW: What happened to #nsmapping? Suddenly I can't join (+r). Seems like I have to register? Why didn't I had to before? That's not the way to get more ppl in there!
<!--quoteo(post=1749965:date=Jan 31 2010, 05:29 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Jan 31 2010, 05:29 PM) <a href="index.php?act=findpost&pid=1749965"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyone else with low sys. specs or a Radeon card having trouble, when there are a decent amount of props visible? (It also lags without lighting; unlit mode)
I'm not even sure, if the lit scene is supposed to look that way because of my graphic card. Lighting quality and accuracy is way off in distance. (You can see in the 2nd pic how the shadow of that fold down ceiling part with the cable inside is missing, because I'm too far away)<!--QuoteEnd--></div><!--QuoteEEnd--> Great work, good attention to detail there.
The lighting looks fine, and having performance issues is quite normal for now: it's a quick-n-dirty build, not even Alpha yet. Might want to use less lights or something.
<!--quoteo(post=1750015:date=Jan 31 2010, 11:30 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 31 2010, 11:30 PM) <a href="index.php?act=findpost&pid=1750015"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Or not set loads of lights to cast shadows :)<!--QuoteEnd--></div><!--QuoteEEnd--> Yes, that's probably more important. I think the severity of impact with shadows on heavily depends on light's casting radius.
So after my initial trials with the map editor and creating prop infested eye candy i decided i would pick up the editor again and try my hand with the other side of the coin, using only minimalistic props. Also i wanted to try my hand at a bit more complex geometry modeling and texture aligning. So without further ado, here are some shots of generic hallway number 329874983 using a minimum of props.
I really like it Nossah. Almost no props and good geometry and textures alignment is adequate to me. May I suggest 2 things. On the texturing side, you might want to introduce 1 or 2 more (like a little trim here and there) so it doesn't look like you have used only 2 textures, or it might be the lightning that makes it a bit bland.
Also, I would personally not let the ceiling empty like that, try running a bundle of wires right in the middle of it.. and you also need a couple light prop because light is magically spawned right now.
But again really nice geometry, I guess you've well achieved what you aimed for.
<!--quoteo(post=1750127:date=Feb 1 2010, 02:56 PM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Feb 1 2010, 02:56 PM) <a href="index.php?act=findpost&pid=1750127"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really like it Nossah. Almost no props and good geometry and textures alignment is adequate to me. May I suggest 2 things. On the texturing side, you might want to introduce 1 or 2 more (like a little trim here and there) so it doesn't look like you have used only 2 textures, or it might be the lightning that makes it a bit bland.
Also, I would personally not let the ceiling empty like that, try running a bundle of wires right in the middle of it.. and you also need a couple light prop because light is magically spawned right now.
But again really nice geometry, I guess you've well achieved what you aimed for.<!--QuoteEnd--></div><!--QuoteEEnd-->
Appreciate the constructive feedback so thank you.
I kind of went for that bland look since i was trying to convey a feeling of being in an underground bunker but i may have over done it a bit :P I'll see if i can cram in an aditional trim or two.
Ceiling is actually a work in progress. Running a few wires was already something i had in mind for it but well i jumped the gun a bit by posting wip pictures :P
It did actually have light props in it but i removed those for the pictures since the lighting color is orange and well, white light props emitting orange light just looked funky xD is there an option to change prop colors yet?
Again thanks for the constructive feedback. I'll put it to good use.
Great brushwork there, yes. The sloped support pillars and ceiling do indeed give it a load-bearing look, coupled with low-level lighting common under scarce energy. Very clever.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
That is obviously generic hallway number 327864987 instead of number 329874983. I like the angled geometry. It seems similar in geometry and texture design to my co map (probably why I like it so much :P)
Comments
<img src="http://img195.imageshack.us/img195/8977/nsphotoshop.jpg" border="0" class="linked-image" />
<img src="http://img192.imageshack.us/img192/6529/nsevahivess1.png" border="0" class="linked-image" />
I think the sizing is coming along great so far. The only thing I'm worried about is the hive being placed as the reference model doesn't match up with the pillar things at the top. So I'll most likely have to change that in a future update.
Just have to wait for the Biodome models to come out. I post some background info on this particular place later.
Me ! Already renamed my map.
I'm soooo adding a disco ball to this room ! Thanks for the ideas guys ! ;)
Oh no wait, this is going in my ready room.. ping pong table and disco ball !
.. and gorges in windows like prostitutes in Amsterdam.. haha !
Having a map editor is going to be so bad for the look of the game, people will make horrible ugly siege maps with crappy lighting and repetitive huge rooms, totally amateur.
Colour grading is an absolutely invaluable tool, it can improve anything, basically it's like mood lighting, you light an area to set its mood, then you use colour grading to shift <i>the entire scene</i> in the same direction, regardless of lighting, using it you can make different areas of the map look entirely unique even though they use the same textures.
@slayer: i never played ns_eva, but it seems like you picked a real hard room to begin with. For start it looks good, maybe the 3rd catwalk on the right is too much but i can´t say that in this early development state. keep it going!
i made a bit of progress on my map too:
Lockers:
<img src="http://bildupload.sro.at/a/images/290110.jpg" border="0" class="linked-image" />
<img src="http://bildupload.sro.at/a/images/290110_1.jpg" border="0" class="linked-image" />
<img src="http://bildupload.sro.at/a/images/290110_2.jpg" border="0" class="linked-image" />
i know lighting is still off the wall but not as bad as in the first floors.
cu qms
Well, I had to keep the same "catwalk / grate" style in that area and from the room in the first pic to the room with the disco ball you have to move in height in the map that much so I had to "over-use" the stairs indeed. It doesn't look that bad while looking around from different angles and I kinda like the gameplay effect it should have (at least I think NS1 for the moment)
As for the purpose of the rooms well, I'm thinking more gameplay that purpose right now, that's how I build, haven't been a mapper until now but I guess that the first room is really an underground level room, darker in lightning, and have 2 techpoints but only one official (the other is the damaged prop). Might be an underground service/maintenance room, with "power generators" or whatever the tech point really are or do in the NS world.
The last room (with green trims) is just a 4-way octogonal room, lots of pipes and wires on the ceiling, door to your left gets you to the double node room and to your right a path to alien start.
EDIT: By the way, really nice work there. Lightning is really cool, although, in a gameplay perspective, it might be a bit confusing and in a realism perspective a bit fancy for a locker room ;) no biggy.
That's because I never finished it :P
I still have the unfinished map. There are a couple rooms finished in my ns_eva map for NS. I'm going to re-make all of them. I'm going to do a basic grey-mapping of everything and hopefully a lot of good models will come out in the Biodome set.
I have this area completely finished in my NS map, along with the Marine Start, and a couple other rooms.
My setting for this map is a big tourist type place. So I plan to make it pretty cool. Needs awesome holograms and arcades.
The area you see was the Observatory Hive. This was a new "attraction" that people could come see a new species (the kharaa) that they've managed to capture. But they somehow managed to break out of the containment area and now take over the ship.
I have some screenshots laying around. I'll try to upload more later.
<a href="http://www.facebook.com/pages/NS_LEGEND/274652020666" target="_blank">http://www.facebook.com/pages/NS_LEGEND/274652020666</a>
NS_Legend is a work in progress... Powerful and unstoppable once described this warship.. this legend now crashed we fight to survive.
2/3 Switch Gear... Res room
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend2.jpg" border="0" class="linked-image" />
Port access...
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend9.jpg" border="0" class="linked-image" />
Central control... Marine Start
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend16.jpg" border="0" class="linked-image" />
Launch bay... Hive
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend22.jpg" border="0" class="linked-image" />
Launch bay... Hive
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend21.jpg" border="0" class="linked-image" />
Waiting room(Med Bay)
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend25.jpg" border="0" class="linked-image" />
Office(Med Bay)
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend26.jpg" border="0" class="linked-image" />
Exam Room(Med Bay)
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend27.jpg" border="0" class="linked-image" />
Research Bay(Med Bay)
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend30.jpg" border="0" class="linked-image" />
Berthing
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend10.jpg" border="0" class="linked-image" />
And some textures look messed up, like the counter in the 3rd picture.
texturing could use some work though.
<img src="http://img163.imageshack.us/img163/7952/nsevahivess2.png" border="0" class="linked-image" />
Slowly working my way up toward the 2nd level :3
I would kind of like to make my own thread on this.
Then do so.
I always thought the "Post your screenshots thread!" was designed to show a completed area when you think it looks pretty damn good. Not to use as a development thread with greyboxing and unfinished work?
<a href="http://www.pieterknockaert.be/public/WIP2.png" target="_blank">Test2</a>
just messing around in editor xD
<a href="http://www.abload.de/image.php?img=ns2test01.qurm.jpg" target="_blank"><img src="http://www.abload.de/thumb/ns2test01.qurm.jpg" border="0" class="linked-image" /></a>
<a href="http://www.abload.de/image.php?img=ns2test02.v5cp.jpg" target="_blank"><img src="http://www.abload.de/thumb/ns2test02.v5cp.jpg" border="0" class="linked-image" /></a>
Anyone else with low sys. specs or a Radeon card having trouble, when there are a decent amount of props visible? (It also lags without lighting; unlit mode)
I'm not even sure, if the lit scene is supposed to look that way because of my graphic card. Lighting quality and accuracy is way off in distance. (You can see in the 2nd pic how the shadow of that fold down ceiling part with the cable inside is missing, because I'm too far away)
BTW: What happened to #nsmapping? Suddenly I can't join (+r). Seems like I have to register? Why didn't I had to before? That's not the way to get more ppl in there!
I'm not even sure, if the lit scene is supposed to look that way because of my graphic card. Lighting quality and accuracy is way off in distance. (You can see in the 2nd pic how the shadow of that fold down ceiling part with the cable inside is missing, because I'm too far away)<!--QuoteEnd--></div><!--QuoteEEnd-->
Great work, good attention to detail there.
The lighting looks fine, and having performance issues is quite normal for now: it's a quick-n-dirty build, not even Alpha yet. Might want to use less lights or something.
Yes, that's probably more important. I think the severity of impact with shadows on heavily depends on light's casting radius.
From the far side looking at the t crossing.
<img src="http://members.home.nl/afj.wientjes/hallway1.png" border="0" class="linked-image" />
Looking to the left of the t crossing.
<img src="http://members.home.nl/afj.wientjes/hallway2.png" border="0" class="linked-image" />
Looking to the right of the t crossing.
<img src="http://members.home.nl/afj.wientjes/hallway3.png" border="0" class="linked-image" />
Ghetto commander vew.
<img src="http://members.home.nl/afj.wientjes/hallway4.png" border="0" class="linked-image" />
Now to start mixing up the two styles.
Also, I would personally not let the ceiling empty like that, try running a bundle of wires right in the middle of it.. and you also need a couple light prop because light is magically spawned right now.
But again really nice geometry, I guess you've well achieved what you aimed for.
Also, I would personally not let the ceiling empty like that, try running a bundle of wires right in the middle of it.. and you also need a couple light prop because light is magically spawned right now.
But again really nice geometry, I guess you've well achieved what you aimed for.<!--QuoteEnd--></div><!--QuoteEEnd-->
Appreciate the constructive feedback so thank you.
I kind of went for that bland look since i was trying to convey a feeling of being in an underground bunker but i may have over done it a bit :P I'll see if i can cram in an aditional trim or two.
Ceiling is actually a work in progress. Running a few wires was already something i had in mind for it but well i jumped the gun a bit by posting wip pictures :P
It did actually have light props in it but i removed those for the pictures since the lighting color is orange and well, white light props emitting orange light just looked funky xD is there an option to change prop colors yet?
Again thanks for the constructive feedback. I'll put it to good use.