Okay Feedback: Lights are all too bright and too colourful. Spaces are all too cramped, you can create a cramped feel by having more space and then just have stuff inside the corridor rather than a tiny empty corridor! Narrow corridors aren't fun in MP gaming, they can be in SP but still. Also less shots with dev textures please, I know it's a w.i.p. but it rather breaks any immersion we might have.
<!--quoteo(post=1789938:date=Jul 31 2010, 12:56 AM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Jul 31 2010, 12:56 AM) <a href="index.php?act=findpost&pid=1789938"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Quick update: Changed the lights around a little bit. Changed their intensity values, as well as their length values.
This is awesome, and looking a lot like old-school NS. (think: caged) Keep it up.
One of the hardest things I've found to work with in the Spark Editor / Engine is lighting. Lighting was always my specialty in VHE / HL Engine but I've had to readjust my philosophy and technique for Spark. I'm still working on getting it just right.
Some things I have found: (This is in no particular order and not directed at anyone in particular.)
1. Light Intensity is set at "5" by default. For most intents, applications and purposes, this does not work! I have found that 15 and 25 work well for most lights. 50 works well for stark shadow casting spotlights, etc.
2. Color is tricky to master. If you go with a primary color things begin to "bleed" and look cheap. Experiment with luminance. In particular, increase the amount of white. Rather than using a stark RED, use a slight pinkish-red. This tends to give things a more natural feel. It looks more realistic and believable.
3. Use multiple, slightly off-color lights to create a rich color-scheme. For instance, if you have a wall of 4 white lights, make one a more green tinted light, another more blue tinted. This happens in real life, as different lights run at different temperatures (think: fluorescents) and produce slightly different hues.
4. To further enhance realism, do not create all lights with the same exact max distance and intensity. This means, in the example above, take some of the lights and "turn them down".
5. Know your textures. The way that certain textures bounce light is brilliant. Take advantage of this to "paint" your level.
These are just a few general tips for anyone that may enjoy them. I hope they help.
<!--quoteo(post=1791141:date=Aug 3 2010, 02:14 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Aug 3 2010, 02:14 PM) <a href="index.php?act=findpost&pid=1791141"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cody! Whats up playa playaaaa! Any chance you still have the file for co_plague_b4? ;D<!--QuoteEnd--></div><!--QuoteEEnd-->
Sadly, no. I lost the files for ns_vargus_b1 also. So that project died... :( Oh well, NS2 is the way of the future brother! I wish I had been able to get something I'd made in for the first release of NS1, so that's what I'm trying to do with NS2 now...
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1791183:date=Aug 3 2010, 09:56 PM:name=DarkATi)--><div class='quotetop'>QUOTE (DarkATi @ Aug 3 2010, 09:56 PM) <a href="index.php?act=findpost&pid=1791183"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sadly, no. I lost the files for ns_vargus_b1 also. So that project died... :(<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, the bane of GoldSrc mapping <img src="http://members.home.nl/m.borgman/ns-forum/smileys/shifty.gif" border="0" class="linked-image" />
Slightly changed some light values, added a few more props, modified ceiling, and made it a WEEEEEEEEEEEEEEEEEEEEEEEEEEEE bit darker :D I personally LOVE IT!
"Yeah yeah! Keep your armor on, I'll send a MAC your way..." <img src="http://members.home.nl/m.borgman/ns-forum/smileys/biggrin.gif" border="0" class="linked-image" />
Your ceiling (RT request screenshot) and wall behind panel needs some more thingies, I think. I like the MS as is!
Sweetheart, MS isn't even close to finish ;D That's only 30% done. That's just a small corridor LOL... MS will be roughly twice as big, with much MUCH better lighting anyway!
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1793589:date=Aug 12 2010, 12:29 AM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Aug 12 2010, 12:29 AM) <a href="index.php?act=findpost&pid=1793589"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sweetheart, MS isn't even close to finish ;D That's only 30% done. That's just a small corridor LOL... MS will be roughly twice as big, with much MUCH better lighting anyway!<!--QuoteEnd--></div><!--QuoteEEnd--> heh missed that part... Well then, lets say I like the MS corridor as is.
Hey Folks! Sorry, I've been MIA for a while. Just got a new computer, since the old one fried up on me. Luckily I was able to get all of my work back before I bought the new one. I'll probably be updating sometime this week for some new ideas and designs in mind. Hopefully you guys will like them as much as I have working on them continuously :]
Small update. Changed some lights, added some material on the ceiling. Removed a grate from the ceiling, added a box to the top, allowing skulks to jump out of no where ;]
i'm wondering about the hallway with the lights behind ceiling grates, capped by a hanging fluorescent. seems a little out of place, doesn't it? feels like the lighting change should be used to mark the boundary between two different-themed sections of the map, whereas it just leads up some stairs.
<!--quoteo(post=1820876:date=Jan 2 2011, 07:30 AM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Jan 2 2011, 07:30 AM) <a href="index.php?act=findpost&pid=1820876"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Small update. Changed some lights, added some material on the ceiling. Removed a grate from the ceiling, added a box to the top, allowing skulks to jump out of no where ;]
<img src="http://img259.imageshack.us/img259/4822/smallhall2.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd--> I'd say, just looking at the left part of that corridor you're really onto something. The clean textures and the cyan lighting. My advice, take that theme and continue to work on it. Skip the yellow light and go for a clean and cold cyan look with a touch of red. That's what I would do. :)
Take that clean theme further like DM says, also use a lot of facework and get the most out of the texture, I think they look terrible flat when there's a lot of hints to work it in to something good.
Comments
<img src="http://img291.imageshack.us/img291/3406/spawni.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
This is awesome, and looking a lot like old-school NS. (think: caged) Keep it up.
One of the hardest things I've found to work with in the Spark Editor / Engine is lighting. Lighting was always my specialty in VHE / HL Engine but I've had to readjust my philosophy and technique for Spark. I'm still working on getting it just right.
Some things I have found: (This is in no particular order and not directed at anyone in particular.)
1. Light Intensity is set at "5" by default. For most intents, applications and purposes, this does not work! I have found that 15 and 25 work well for most lights. 50 works well for stark shadow casting spotlights, etc.
2. Color is tricky to master. If you go with a primary color things begin to "bleed" and look cheap. Experiment with luminance. In particular, increase the amount of white. Rather than using a stark RED, use a slight pinkish-red. This tends to give things a more natural feel. It looks more realistic and believable.
3. Use multiple, slightly off-color lights to create a rich color-scheme. For instance, if you have a wall of 4 white lights, make one a more green tinted light, another more blue tinted. This happens in real life, as different lights run at different temperatures (think: fluorescents) and produce slightly different hues.
4. To further enhance realism, do not create all lights with the same exact max distance and intensity. This means, in the example above, take some of the lights and "turn them down".
5. Know your textures. The way that certain textures bounce light is brilliant. Take advantage of this to "paint" your level.
These are just a few general tips for anyone that may enjoy them. I hope they help.
Your map looks great dude. Keep it up!
Cheers,
Cody
Sadly, no. I lost the files for ns_vargus_b1 also. So that project died... :( Oh well, NS2 is the way of the future brother! I wish I had been able to get something I'd made in for the first release of NS1, so that's what I'm trying to do with NS2 now...
Cheers,
Cody
Ah, the bane of GoldSrc mapping <img src="http://members.home.nl/m.borgman/ns-forum/smileys/shifty.gif" border="0" class="linked-image" />
<img src="http://img508.imageshack.us/img508/1126/spawn2a.jpg" border="0" class="linked-image" />
<img src="http://img268.imageshack.us/img268/5088/layoutob.jpg" border="0" class="linked-image" />
no seriously, you are really talented ^^, doing what you do with just a piece of paper and some ideas that strong :o
"in admiration" x)
continue like that your map promises a lot !
<img src="http://img709.imageshack.us/img709/15/hallwayleft.jpg" border="0" class="linked-image" />
Commander, resnode here!
<img src="http://img443.imageshack.us/img443/15/hallwayleft.jpg" border="0" class="linked-image" />
All for now, more coming probably Friday :D
<img src="http://img85.imageshack.us/img85/5788/spawn2t.jpg" border="0" class="linked-image" />
"Yeah yeah! Keep your armor on, I'll send a MAC your way..." <img src="http://members.home.nl/m.borgman/ns-forum/smileys/biggrin.gif" border="0" class="linked-image" />
Your ceiling (RT request screenshot) and wall behind panel needs some more thingies, I think. I like the MS as is!
heh missed that part... Well then, lets say I like the MS corridor as is.
- Rasool
This is something to do on my list :]
@peregrinus
Thanks for following!
<img src="http://img191.imageshack.us/img191/5452/smallhall.png" border="0" class="linked-image" />
<img src="http://img259.imageshack.us/img259/4822/smallhall2.png" border="0" class="linked-image" />
<a href="http://www.rainymood.com/" target="_blank">http://www.rainymood.com/</a>
<img src="http://img259.imageshack.us/img259/4822/smallhall2.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I'd say, just looking at the left part of that corridor you're really onto something. The clean textures and the cyan lighting. My advice, take that theme and continue to work on it. Skip the yellow light and go for a clean and cold cyan look with a touch of red. That's what I would do. :)
<img src="http://img522.imageshack.us/img522/5021/smallhallred.png" border="0" class="linked-image" />