@Braw: Two marines can stand abreast on the catwalk, with a little space in between. I can totally see a building causing some blockage, although we would have to see whose team it actually hampered.
@shaq_mobile: Screen 3: I figure there is a forklift somewhere in the facility, hence how the crates got up there, and to the other places they can be found elevated. There are also ladders on the sides. They're a bit hard to spot in that picture. [EDIT]: I switched the support for the ones used in the other parts of the map. I just figured that one looked sturdier.
Screen 1: That wall definitely needs more stuff. I'll throw something in there.
Screen 4: I took a look, and it does not float above the catwalk. I actually stretched the node vertically to fix that problem. The area below it is connected to a pipe, so there is a feed into the resource.
It looks like one of those rooms where something glowy blue is going underneath the catwalk, but you already have glowy blue on the sides so maybe strengthen those lights?
That looks pretty sweet. I think the angle is just bad. Crank up the blue glowie (distance would be cool), and perhaps double-side those grated vents, so they blue light casts shadows through them.
<!--quoteo(post=1767180:date=Apr 15 2010, 02:54 PM:name=GingerGiant)--><div class='quotetop'>QUOTE (GingerGiant @ Apr 15 2010, 02:54 PM) <a href="index.php?act=findpost&pid=1767180"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@Braw: Two marines can stand abreast on the catwalk, with a little space in between. I can totally see a building causing some blockage, although we would have to see whose team it actually hampered.
@shaq_mobile: Screen 3: I figure there is a forklift somewhere in the facility, hence how the crates got up there, and to the other places they can be found elevated. There are also ladders on the sides. They're a bit hard to spot in that picture. [EDIT]: I switched the support for the ones used in the other parts of the map. I just figured that one looked sturdier.
Screen 1: That wall definitely needs more stuff. I'll throw something in there.
Screen 4: I took a look, and it does not float above the catwalk. I actually stretched the node vertically to fix that problem. The area below it is connected to a pipe, so there is a feed into the resource.
Uffo, very nice! I noticed that it *really* breaks away from the typical style you see in this thread. You've ditched Doom 3 and have a much more Deadspace look to it, though not as industrial, it looks more clean and scientific.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1767198:date=Apr 16 2010, 09:08 AM:name=uffo)--><div class='quotetop'>QUOTE (uffo @ Apr 16 2010, 09:08 AM) <a href="index.php?act=findpost&pid=1767198"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->whipped up this today. unable to make it awesome.
Thanks for the response. I don't really marvel at the lighting side of the mapping, always just try some random setups which results in mediocre/blant lighting. maybe I'll just crank up the intensity and finally read some articles on the subject.
GingerGiant: I intentionally left the double sided grates off, since I feel like every single screenshot is just about them or fans :P
hey uffo, try making those floodlights light up more space but perhaps with less brightness. also, it looks like you just dropped point lights, try two spotlights (one for each bulb) and then a small (and faint) pointlight to make it look a little more real. the lighting ends very abrupt, try to avoid that (unless for theatrical reasons) it makes it look like you copy/pasted a bunch of pointlights attached to the prop. Maybe try hinting more teal lighting like you have in your side vent that you can see in one of the pictures (or perhaps add another similar vent somewhere). Natural selection maps are more or less expected to be somewhat spooky, which requires use of as few bright white lights as possible. One of the only times you see bright white lighting in Alien is the cafeteria room. The rest of the rooms are either dark, or lit via ambient lights. Think of the room where the alien comes down and eats Brett (Harry Dean Stanton.) All the lighting is coming from far above, however, the room still has decent lighting. The blinding overhead light creates a blind "mysterious" spot as well as lighting the rest of the room. I guess my point is, it's best to avoid blatantly lighting periphery rooms and leave direct classic lighting to more 'civilized' areas, like barracks, main hallways and cafeterias. Light is good for marines, dark is good for aliens... at least somewhat
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
uffo that is some very nice flowing brushwork... I mean face... Planework... (Hammer mindset here :P) To make it more edgy (sharp lit edges I mean) like Thaldarin's detailed shot (like the others have mentioned), ya could use the shiny metal textures/props I guess. <a href="http://img441.imageshack.us/img441/5159/spark31.jpg" target="_blank">linkage</a>
After a good deal of messing about finally created a proper looking corridor(hopefully). Better still though is that it's related to a college project :d. And wow a lot of the stuff made already is epic, the editor is a lot different compared to the TES3 editor which is what I'm used to. <img src="http://i5.photobucket.com/albums/y174/Godwryn/iadtlevel-1.jpg" border="0" class="linked-image" />
<!--quoteo(post=1767781:date=Apr 19 2010, 07:56 AM:name=Garo)--><div class='quotetop'>QUOTE (Garo @ Apr 19 2010, 07:56 AM) <a href="index.php?act=findpost&pid=1767781"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can haz? Maybe you could fill that with steam/smoke in a later engine version :)
- Garo<!--QuoteEnd--></div><!--QuoteEEnd-->
it's not release worthy :P but if someone has need for the wooden planks texture he can have it. I created it from free resources, so you can use it where ever you wan't.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited April 2010
After buying a new pc I finally can build more than half a room with 5 props and so I got my first room almost finished: It's supposed to be a heliport. The 3 closed doors are leading to helipads; I'm planning on making one half-open (jammed), but unpassable so you can actually view the outside. There's still a huge pillar missing in the middle with terminals attached (information terminal for people that arrived). Moreover it's still lacking details like small props and maybe a few more lights.
Pretty cool, interesting ideas and very unique. I actually think the room is a bit too bright, or it's just missing contrast. Except for the lighting everything looks awesome :)
Comments
@shaq_mobile:
Screen 3: I figure there is a forklift somewhere in the facility, hence how the crates got up there, and to the other places they can be found elevated. There are also ladders on the sides. They're a bit hard to spot in that picture. [EDIT]: I switched the support for the ones used in the other parts of the map. I just figured that one looked sturdier.
Screen 1: That wall definitely needs more stuff. I'll throw something in there.
Screen 4: I took a look, and it does not float above the catwalk. I actually stretched the node vertically to fix that problem. The area below it is connected to a pipe, so there is a feed into the resource.
This one's for you:
<a href="http://img101.imageshack.us/i/ns2fscaffold6.png/" target="_blank"><img src="http://img101.imageshack.us/img101/1050/ns2fscaffold6.png" border="0" class="linked-image" /></a>
<img src="http://uffo.wanha.org/maps/ns2/ns2_ballsack001.jpg" border="0" class="linked-image" />
<img src="http://uffo.wanha.org/maps/ns2/ns2_ballsack002.jpg" border="0" class="linked-image" />
But I see what you mean.. in my opinion, a bit of texture work and lightning work is all that's needed to make it awesome, really.
@shaq_mobile:
Screen 3: I figure there is a forklift somewhere in the facility, hence how the crates got up there, and to the other places they can be found elevated. There are also ladders on the sides. They're a bit hard to spot in that picture. [EDIT]: I switched the support for the ones used in the other parts of the map. I just figured that one looked sturdier.
Screen 1: That wall definitely needs more stuff. I'll throw something in there.
Screen 4: I took a look, and it does not float above the catwalk. I actually stretched the node vertically to fix that problem. The area below it is connected to a pipe, so there is a feed into the resource.
This one's for you:
<a href="http://img101.imageshack.us/i/ns2fscaffold6.png/" target="_blank"><img src="http://img101.imageshack.us/img101/1050/ns2fscaffold6.png" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
Looks great! Good job, Ginger! I like it :)
Glad the RT is flush with the catwalk too. Overall, great job!
<img src="http://uffo.wanha.org/maps/ns2/ns2_ballsack001.jpg" border="0" class="linked-image" />
<img src="http://uffo.wanha.org/maps/ns2/ns2_ballsack002.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
thats a very cool looking room - just needs some awesome lighting (have a look at shakewell or thaldarin's work) those guys have nailed the lighting.
I don't really marvel at the lighting side of the mapping, always just try some random setups which results in mediocre/blant lighting.
maybe I'll just crank up the intensity and finally read some articles on the subject.
GingerGiant: I intentionally left the double sided grates off, since I feel like every single screenshot is just about them or fans :P
To make it more edgy (sharp lit edges I mean) like Thaldarin's detailed shot (like the others have mentioned), ya could use the shiny metal textures/props I guess. <a href="http://img441.imageshack.us/img441/5159/spark31.jpg" target="_blank">linkage</a>
<img src="http://i.imgur.com/yJcJi.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/YuGag.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/B1aPt.jpg" border="0" class="linked-image" />
Your maps look detailed and very nice, mine doesn't D:
I need to start looking up architecture stuff and concept art.
<img src="http://uffo.wanha.org/maps/ns2/sauna.jpg" border="0" class="linked-image" />
(well I'm not really gonna include it, since it's fugly)
Secret room? Well tis no longer a secret though now...
<img src="http://img163.imageshack.us/img163/8264/ss102.jpg" border="0" class="linked-image" />
<img src="http://img218.imageshack.us/img218/4589/ss101.jpg" border="0" class="linked-image" />
And wow a lot of the stuff made already is epic, the editor is a lot different compared to the TES3 editor which is what I'm used to.
<img src="http://i5.photobucket.com/albums/y174/Godwryn/iadtlevel-1.jpg" border="0" class="linked-image" />
<img src="http://uffo.wanha.org/maps/ns2/sauna.jpg" border="0" class="linked-image" />
(well I'm not really gonna include it, since it's fugly)<!--QuoteEnd--></div><!--QuoteEEnd-->
Waaat sauna, I want one! Those wooden textures reminds me of tf2 :l
<img src="http://imgur.com/E6f55.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/Sa51L.jpg" border="0" class="linked-image" />
<img src="http://uffo.wanha.org/maps/ns2/sauna.jpg" border="0" class="linked-image" />
(well I'm not really gonna include it, since it's fugly)<!--QuoteEnd--></div><!--QuoteEEnd-->
Can haz? Maybe you could fill that with steam/smoke in a later engine version :)
- Garo
Cooolll
- Garo<!--QuoteEnd--></div><!--QuoteEEnd-->
it's not release worthy :P
but if someone has need for the wooden planks texture he can have it.
I created it from free resources, so you can use it where ever you wan't.
<a href="http://uffo.wanha.org/maps/ns2/wall_wooden01_color.tga" target="_blank">color</a> 1024x1024
<a href="http://uffo.wanha.org/maps/ns2/wall_wooden01_normal.tga" target="_blank">normal</a> 1024x1024
not perfect, but serves its purpose :)
It's supposed to be a heliport. The 3 closed doors are leading to helipads; I'm planning on making one half-open (jammed), but unpassable so you can actually view the outside.
There's still a huge pillar missing in the middle with terminals attached (information terminal for people that arrived). Moreover it's still lacking details like small props and maybe a few more lights.
<img src="http://img52.imageshack.us/img52/6440/ns01.jpg" border="0" class="linked-image" />
<img src="http://img405.imageshack.us/img405/9123/ns02x.jpg" border="0" class="linked-image" />
<img src="http://img641.imageshack.us/img641/985/ns03.jpg" border="0" class="linked-image" />