VonDoomKnee deep in the latencyJoin Date: 2009-10-08Member: 68989Members, Reinforced - Shadow
@Braw that is really cool, I like the gloomy, suggestive feel of those rooms. The small point lights makes it look a little interesting, like the red lights in the ceiling in the upper pic and the blue monitor in the lower picture.
It´s a pain in the ass! ^^ (especially curved surfaces which are crying for realignment)
EDIT: finished the geometry of this part of the techpoint. image
That geometry looks awesome, it looks like some huge industrial cathedral (previous screenies as well), pretty cool indeed! But yeah it just hurts knowing what you have in store in terms of texturing. Them texture tools, egads!
looks great some really interesting architecture but texturing this is going to be an gihtmare and i imagine it will be a dmenading map performance wise? would hate to use a gl on this map on idea where the grenades will bounce lol
@Mouse If you've never been 'behind the scenes' in a public building then it's pretty much exactly like this. You don't need to make anything look pretty for the staff.
(Edit: Not implying that the Cistern area looks bad, far from it)
to be honest... after i finished the ceiling, i really thaught to myself... how stupid am i to put so much work into 1 single location.
this takes really a lot of time, because the spark editor is easy to use BUT there are (maybe a lot of) comfort options missing.
but all in all its only a hobby and i dont have a time pressure... maybe i will never release it, just mapping until i am satisfied.
in the end its always a nice feeling, when you finish an architecture idea and this keeps me doing it.
Wow! Going through some post I feel ashamed of showing my first messy attempts at mapping, but I guess practice and criticism are great learning tools
These are for my "Mayan" themed Last Stand Map, I would say it's still on prealpha stages (still not sure how to get gorges and onii into the arena)
so, without further ado I present you the current state of ls_palenque
I plan on placing the alien start inside the pyramid (it is mostly hollow) and have tunnels (hopefully gorge-sized ones) that end on different parts of the stairs, as well as coming out of the elevated "walls" and into one of the patios (main alien entrances would be the crashed-ship patio, where meds and ammo would be located) as well as the Launch Pad Patio. I want to make the Tower the focus of the marine defence, and will probably have more meds and ammo spawn locations on the different levels.
Of course, most of the crates are there just to paint a picture of obstructions for the marines. The original idea was to have a more square and symmetric pyramid for the marines to defend, but in the end I thought it would be too boring for the aliens to just rush upwards like that. Also: wasn't sure how to solve the issue of infinite space (other than invisible wall/death trigger) so I created a sphere to surround the arena (made with 10° sections on a 20 sided circle... Thanks to Rudy.cz for the tutorials ! )
you're putting so much effort into this map joseppe its mind boggling, you must have some serious free time. Would be a real shame if after all this it isnt usable as a map by the time you get close to finishing i doubt my computer can even load the map up in the editor
Comments
It´s a pain in the ass! ^^ (especially curved surfaces which are crying for realignment)
EDIT: finished the geometry of this part of the techpoint.
Do you listen to Tool when you are mapping? hehe
That geometry looks awesome, it looks like some huge industrial cathedral (previous screenies as well), pretty cool indeed! But yeah it just hurts knowing what you have in store in terms of texturing. Them texture tools, egads!
Current work-in-progress:
"visibility blocker" added (when you enter the room from south):
current: after some texture work... the techpoint gets a "face" (btw: lightning not finished):
techpoint: lounge
current: reworking the ceiling (btw: lightning not finished):
Look at Docking
(Edit: Not implying that the Cistern area looks bad, far from it)
xenoswarm map wip. ... hopfully not forever :P
now i have the problem of > 1400 draw cells (current at max 2000)...
to be honest... after i finished the ceiling, i really thaught to myself... how stupid am i to put so much work into 1 single location.
this takes really a lot of time, because the spark editor is easy to use BUT there are (maybe a lot of) comfort options missing.
but all in all its only a hobby and i dont have a time pressure... maybe i will never release it, just mapping until i am satisfied.
in the end its always a nice feeling, when you finish an architecture idea and this keeps me doing it.
I want to make the Tower the focus of the marine defence, and will probably have more meds and ammo spawn locations on the different levels.
The original idea was to have a more square and symmetric pyramid for the marines to defend, but in the end I thought it would be too boring for the aliens to just rush upwards like that.
Also: wasn't sure how to solve the issue of infinite space (other than invisible wall/death trigger) so I created a sphere to surround the arena (made with 10° sections on a 20 sided circle... Thanks to Rudy.cz for the tutorials ! )
BUT: this part was finished today... (geometry: done, texturing: almost done, lightning: 0%)
btw: if i post to much images... please say something and i will only post (maybe) once a week.