<!--quoteo(post=1987443:date=Oct 5 2012, 10:48 AM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Oct 5 2012, 10:48 AM) <a href="index.php?act=findpost&pid=1987443"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's a combat map, so there's no problem :P<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1941265:date=Jun 3 2012, 05:47 PM:name=Braw)--><div class='quotetop'>QUOTE (Braw @ Jun 3 2012, 05:47 PM) <a href="index.php?act=findpost&pid=1941265"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyone alive in here? <img src="http://i.imgur.com/M3Qj2.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd--> Reminds me a lot of Mass Effect when it was awesome. If it's constructed as well as it is textured then it's going to be one of my all-time favourite maps.
<!--quoteo(post=1945818:date=Jun 22 2012, 10:22 AM:name=FunkyFungus)--><div class='quotetop'>QUOTE (FunkyFungus @ Jun 22 2012, 10:22 AM) <a href="index.php?act=findpost&pid=1945818"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://i.imgur.com/CopXy.jpg" border="0" class="linked-image" /> use the plants :D !!<!--QuoteEnd--></div><!--QuoteEEnd--> Yes, use them! Very pretty! Good material for hide and seek hunts between the plants, like in I Saw The Devil.
<!--quoteo(post=1979417:date=Sep 18 2012, 07:41 AM:name=Joseppe)--><div class='quotetop'>QUOTE (Joseppe @ Sep 18 2012, 07:41 AM) <a href="index.php?act=findpost&pid=1979417"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://i.imgur.com/vWXmX.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd--> You really need to revert the weird metal ceiling. It's absolutely out of place and distorts the whole picture. Aside of that very interesting lounge, though a bit "cool" for me. Maybe try different colors if you like, I think something like in the pic would be good, bu of course this is a matter of taste. Also the railings on top look a bit industrial district-like, replacing them with something more stylish if doable will definitely help. <img src="http://imagene.youropi.com/saphire-martini-lounge-club-berlin-1(p:club,8633)(c%3a%30).jpg" border="0" class="linked-image" />
<!--quoteo(post=2007172:date=Nov 2 2012, 09:21 PM:name=Sumpfkraut)--><div class='quotetop'>QUOTE (Sumpfkraut @ Nov 2 2012, 09:21 PM) <a href="index.php?act=findpost&pid=2007172"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Reminds me a lot of Mass Effect when it was awesome. If it's constructed as well as it is textured then it's going to be one of my all-time favourite maps.<!--QuoteEnd--></div><!--QuoteEEnd-->
It was a stand alone piece, no plans to make a map out of it unfortunately :)
I wanted to wait until I had more to show for. I'm still struggling a bit with brushes, they don't seem to want to cooperate with me. I need to finish my layout before I continue, that way I know how to move forward as to not make it harder for me. I noticed that some maps are cut to pieces but I'm not sure how or why that is done, more importantly how.
Layout, left side of map accessing "Excavation Site" (Tech_Point 1) through "Pipelines".
Ready room (Aliens). Not as much forethought as the marines, eh. Might add a little narrow hall leading into a massive dark room with a hive and lots of eggs.
I want to make my own skybox of an environment that looks similar to that of Crematoria from Chronicles of Rid###### but if I can't create it I'll use refinery's. Most of my props are subtitled refinery it seems.
Okay now after working up some hours with Spark and checking most Props and Textures, I now nearly finished a Techroom. Of course there is a skybox missing and I want to play a bit more around with props and light, but I think its a showable resolution at this point.
There I'snt much to show yet, working on this baby since the last 5 days. But its not just a "playing around". I'm planning to make a real map, I'm planning to get this baby into the official map list.
Of Course as said above there is not a lot to see yet but basic hallway and marine start design. Which I'snt complete at all, but I will post more and more ^^
Very nice attention to detail, Nex. I've seen many rooms patched together with no sense for geometry in the past, but this is spotless. Good job so far. Can't wait to see how you'll do the texturing and lighting.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=2020081:date=Nov 12 2012, 08:56 AM:name=Rudy.cz)--><div class='quotetop'>QUOTE (Rudy.cz @ Nov 12 2012, 08:56 AM) <a href="index.php?act=findpost&pid=2020081"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lets revive this topic a little bit :)
<!--quoteo(post=2020346:date=Nov 12 2012, 03:46 AM:name=Regn)--><div class='quotetop'>QUOTE (Regn @ Nov 12 2012, 03:46 AM) <a href="index.php?act=findpost&pid=2020346"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Very nice attention to detail, Nex. I've seen many rooms patched together with no sense for geometry in the past, but this is spotless. Good job so far. Can't wait to see how you'll do the texturing and lighting.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well thank you, In 2 days I gonna post some more screens. because I will have no Internet for 2 days but hell ###### load of time I will of course take the Editor with me! ( Gaming Laptop FTW :D )
Concept overview of the map: <img src="https://dl.dropbox.com/u/11398524/Greenshot%20Screenshots/Map%20Concept.png" border="0" class="linked-image" />
This will be something I possible change a lot on the way. The basic idea is that the map plays in a Canyon, the 3 Middle points are directly over the gap, you will be able to see each other of those 3 big points, I mean you will even be able to fly in between them. The Base is connected with Pipes and Stairs and leads into the Rock. Hard to Explain, you guys will see, its a unique idea never done before in NS. ^^java script:bbc_pop()
<!--quoteo(post=2020352:date=Nov 12 2012, 03:53 AM:name=neX!Tem)--><div class='quotetop'>QUOTE (neX!Tem @ Nov 12 2012, 03:53 AM) <a href="index.php?act=findpost&pid=2020352"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well thank you, In 2 days I gonna post some more screens. because I will have no Internet for 2 days but hell ###### load of time I will of course take the Editor with me! ( Gaming Laptop FTW :D )
Concept overview of the map: <img src="https://dl.dropbox.com/u/11398524/Greenshot%20Screenshots/Map%20Concept.png" border="0" class="linked-image" />
... The basic idea is that the map plays in a Canyon, the 3 Middle points are directly over the gap, you will be able to see each other of those 3 big points, I mean you will even be able to fly in between them. ...<!--QuoteEnd--></div><!--QuoteEEnd-->
Looks like a decent concept but you should rethink some vents. Further more the mid Canyon your talking about, I actualy dont know your mapsize your thinking about, but ensure you dont get over the limit of max. vision. You should maybe first check that :)
<!--quoteo(post=2020081:date=Nov 11 2012, 10:56 PM:name=Rudy.cz)--><div class='quotetop'>QUOTE (Rudy.cz @ Nov 11 2012, 10:56 PM) <a href="index.php?act=findpost&pid=2020081"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lets revive this topic a little bit :)
I have bigger plans, but would like feedback on what I'm doing right/wrong (especially with lighting). There's some trim issues I still have to work out between curves and such still.
And yes, there is a power node in this room already.
WIP a map I just started called ns_salts This is my first level created with this editor and it's quite a nice editor..... <img src="https://dl.dropbox.com/u/7366511/random%20pictures/ns_salts.jpg" border="0" class="linked-image" />
Docking: really good, but still a little bit empty Signal Emission: wow, just impressive (best of all 4 screenshots in my opinion: design, lightning really impressive) Personal Quarters: wow, just awesome Biodome: really good - awesome, but still a little bit empty
1 little Question: do you know... how many hours on each location ?
The new lightning scheme is really cool Hookeyed, especially in 2. and 3. screenshot. I like that slight yelow/white, wondering what RGB values could that be.
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
Thanks Joseppe, glad ya like it. Wouldn't be able to tell you how long they took. This map is my first, so 70% of my time was spent learning the basics and developing an overall style for the station.
Rudy, the colour is 255 190 125. Took me a while to get a good 60W light that didn't look too bland or too rich.
After so many Replies to my question about the red lightning (= 0 Replies) :D (...and a little bit "tryout") - changed the lightning... (fits more to the lightning of a sewer) <img src="http://i.imgur.com/FayoC.jpg" border="0" class="linked-image" />
I think the lights are a bit to much, you can clearly see spheres of light in that screenshot. and there are loads of shadows while the power node is online. can't imagine what it would look like offline :)
Maybe make the floor light main lighting and I like the one in the corner. Overall I think it's just too dark but it's looking good! :)
<b></b><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->ADMIN: I think it's a good idea to unweb this thread, and clean up all the other webbed threads, it's a real mess out there. If someone new comes to the mapping forum ( if they can even find it..) I'm sure they don't know where to begin. the Stock and Inspiration Thread can be unwebbed too imo. :)<!--colorc--></span><!--/colorc-->
Comments
i was always terrible at reading comprehension
<img src="http://i.imgur.com/M3Qj2.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Reminds me a lot of Mass Effect when it was awesome. If it's constructed as well as it is textured then it's going to be one of my all-time favourite maps.
<!--quoteo(post=1945818:date=Jun 22 2012, 10:22 AM:name=FunkyFungus)--><div class='quotetop'>QUOTE (FunkyFungus @ Jun 22 2012, 10:22 AM) <a href="index.php?act=findpost&pid=1945818"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://i.imgur.com/CopXy.jpg" border="0" class="linked-image" />
use the plants :D !!<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, use them! Very pretty! Good material for hide and seek hunts between the plants, like in I Saw The Devil.
<!--quoteo(post=1979417:date=Sep 18 2012, 07:41 AM:name=Joseppe)--><div class='quotetop'>QUOTE (Joseppe @ Sep 18 2012, 07:41 AM) <a href="index.php?act=findpost&pid=1979417"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://i.imgur.com/vWXmX.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
You really need to revert the weird metal ceiling. It's absolutely out of place and distorts the whole picture. Aside of that very interesting lounge, though a bit "cool" for me. Maybe try different colors if you like, I think something like in the pic would be good, bu of course this is a matter of taste. Also the railings on top look a bit industrial district-like, replacing them with something more stylish if doable will definitely help.
<img src="http://imagene.youropi.com/saphire-martini-lounge-club-berlin-1(p:club,8633)(c%3a%30).jpg" border="0" class="linked-image" />
It was a stand alone piece, no plans to make a map out of it unfortunately :)
Layout, left side of map accessing "Excavation Site" (Tech_Point 1) through "Pipelines".
<img src="http://img580.imageshack.us/img580/8089/redreaperlayout.jpg" border="0" class="linked-image" />
Closer look (Ready Room is above)
<img src="http://img706.imageshack.us/img706/9712/redreaperaproximate.jpg" border="0" class="linked-image" />
Detailed look with lightning on
<img src="http://img687.imageshack.us/img687/2464/redreaperin.jpg" border="0" class="linked-image" />
Ready room (Marines). This is what Marines will see as they run into their designated area.
<img src="http://img715.imageshack.us/img715/1173/readyroommarines.jpg" border="0" class="linked-image" />
Ready room (Observatory). The main ready room area.
<img src="http://img21.imageshack.us/img21/2196/readyroomobservatory.jpg" border="0" class="linked-image" />
Ready room (Aliens). Not as much forethought as the marines, eh. Might add a little narrow hall leading into a massive dark room with a hive and lots of eggs.
<img src="http://img802.imageshack.us/img802/3308/readyroomaliens.jpg" border="0" class="linked-image" />
I want to make my own skybox of an environment that looks similar to that of Crematoria from Chronicles of Rid###### but if I can't create it I'll use refinery's. Most of my props are subtitled refinery it seems.
Of course there is a skybox missing and I want to play a bit more around with props and light, but I think its a showable resolution at this point.
<img src="http://www.raumge.de/steve/mapping/Techroom01.JPG" border="0" class="linked-image" />
<img src="http://www.raumge.de/steve/mapping/Techroom02.JPG" border="0" class="linked-image" />
<img src="http://www.raumge.de/steve/mapping/Techroom03.JPG" border="0" class="linked-image" />
<img src="http://www.raumge.de/steve/mapping/Techroom04.JPG" border="0" class="linked-image" />
Heading for some corridors soon. :)
Stay tuned. Hope you´ll enjoy it.
Twixit
loving that techpoint and that curved sunny corridor with the slanted windows!
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/eTAYnAYDyIQ"></param><embed src="http://www.youtube.com/v/eTAYnAYDyIQ" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
I need to remake some models for this, though. Too bad I have learn 3DS Max and how to extract / import existing models first.
Alien Junction rework WIP (co_Core remake)
<img src="https://dl.dropbox.com/u/62994473/co_core15b.jpg" border="0" class="linked-image" />
Olala, I have noticed this just now. I really dig that huge circular window. The lighting is also very good. Good work!
Of Course as said above there is not a lot to see yet but basic hallway and marine start design. Which I'snt complete at all, but I will post more and more ^^
<img src="https://dl.dropbox.com/u/11398524/Greenshot%20Screenshots/2012-11-12%2002_18_21-Greenshot.png" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/11398524/Greenshot%20Screenshots/2012-11-12%2002_18_31-Greenshot.png" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/11398524/Greenshot%20Screenshots/2012-11-12%2002_18_39-Greenshot.png" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/11398524/Greenshot%20Screenshots/2012-11-12%2002_18_47-Greenshot.png" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/11398524/Greenshot%20Screenshots/2012-11-12%2002_18_53-Greenshot.png" border="0" class="linked-image" />
:) More soon I guess.
<img src="https://dl.dropbox.com/u/11398524/Greenshot%20Screenshots/2012-11-12%2002_18_31-Greenshot.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Very nice attention to detail, Nex. I've seen many rooms patched together with no sense for geometry in the past, but this is spotless. Good job so far. Can't wait to see how you'll do the texturing and lighting.
Alien Junction rework WIP (co_Core remake)
<img src="https://dl.dropbox.com/u/62994473/co_core15b.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
thats badass rudy! je moc pjekne!
Well thank you, In 2 days I gonna post some more screens. because I will have no Internet for 2 days but hell ###### load of time I will of course take the Editor with me! ( Gaming Laptop FTW :D )
Concept overview of the map:
<img src="https://dl.dropbox.com/u/11398524/Greenshot%20Screenshots/Map%20Concept.png" border="0" class="linked-image" />
This will be something I possible change a lot on the way. The basic idea is that the map plays in a Canyon, the 3 Middle points are directly over the gap, you will be able to see each other of those 3 big points, I mean you will even be able to fly in between them. The Base is connected with Pipes and Stairs and leads into the Rock. Hard to Explain, you guys will see, its a unique idea never done before in NS. ^^java script:bbc_pop()
Concept overview of the map:
<img src="https://dl.dropbox.com/u/11398524/Greenshot%20Screenshots/Map%20Concept.png" border="0" class="linked-image" />
... The basic idea is that the map plays in a Canyon, the 3 Middle points are directly over the gap, you will be able to see each other of those 3 big points, I mean you will even be able to fly in between them. ...<!--QuoteEnd--></div><!--QuoteEEnd-->
Looks like a decent concept but you should rethink some vents. Further more the mid Canyon your talking about, I actualy dont know your mapsize your thinking about, but ensure you dont get over the limit of max. vision. You should maybe first check that :)
Hope to see soon some screens :D
Greez Twixit
Alien Junction rework WIP (co_Core remake)
<img src="https://dl.dropbox.com/u/62994473/co_core15b.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Holy Moly, Rudy I like dat corridor! That pipestuff is realy sweet and well done.
<img src="https://dl.dropbox.com/u/26382658/Spark/ss%20(2012-11-12%20at%2012.05.49).jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/26382658/Spark/ss%20(2012-11-12%20at%2012.06.14).jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/26382658/Spark/ss%20(2012-11-12%20at%2012.06.51).jpg" border="0" class="linked-image" />
I have bigger plans, but would like feedback on what I'm doing right/wrong (especially with lighting). There's some trim issues I still have to work out between curves and such still.
And yes, there is a power node in this room already.
<img src="https://dl.dropbox.com/u/7366511/random%20pictures/ns_salts.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/hrIjn.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/JtRoN.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img407/3042/2012112900006.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img221/2263/2012112900005.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img191/3664/2012112900004.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img594/7311/2012112900001.jpg" border="0" class="linked-image" />
Docking: really good, but still a little bit empty
Signal Emission: wow, just impressive (best of all 4 screenshots in my opinion: design, lightning really impressive)
Personal Quarters: wow, just awesome
Biodome: really good - awesome, but still a little bit empty
1 little Question: do you know... how many hours on each location ?
Rudy, the colour is 255 190 125. Took me a while to get a good 60W light that didn't look too bland or too rich.
<img src="http://i.imgur.com/luUWH.jpg" border="0" class="linked-image" />
After so many Replies to my question about the red lightning (= 0 Replies) :D
(...and a little bit "tryout") - changed the lightning... (fits more to the lightning of a sewer)
<img src="http://i.imgur.com/FayoC.jpg" border="0" class="linked-image" />
moar pls
(this keeps people like me continuing the time intensive mapping process)
not much, only 1 more screen (dont expect much...):
<img src="http://i.imgur.com/G5e9X.jpg" border="0" class="linked-image" />
and there are loads of shadows while the power node is online. can't imagine what it would look like offline :)
Maybe make the floor light main lighting and I like the one in the corner. Overall I think it's just too dark but it's looking good! :)
<b></b><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->ADMIN: I think it's a good idea to unweb this thread, and clean up all the other webbed threads, it's a real mess out there. If someone new comes to the mapping forum ( if they can even find it..) I'm sure they don't know where to begin. the Stock and Inspiration Thread can be unwebbed too imo. :)<!--colorc--></span><!--/colorc-->