ns2_perkele2

uffouffo Join Date: 2003-05-03 Member: 16026Members Posts: 583
welcome aboard
since this thing in danger of becoming an actual level I might just aswell start map progression thread.
so I present you, U.S.S. Perkele2

story this far:
some ogres killed some big guy's family and he has sworn revenge, so he send shipful of TSA marines to search out the ogre planet,
but since it never reported back it's been assumed that a mighty dragon must've destroyed it somewhere along the way.
so this time he'll send even Bigger ship!

and now to the actual purpose of the thread: progression screenshots

room leading to double res:
image
image

ye generic hallway:
image
image

there's couple of other rooms also, but they're still very badly wip.
oh and for the record, the name probably won't stick.
:: Join the TSA they said. See the galaxy they said ::
- Finished: co_perkele
- In progress: ns2_perkele2
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Comments

  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation Posts: 4,112 mod
    What was the dragon's name? Is there a magical ring, cloak or sword central to the resolution of the story?

    ( PS: Nice work.. the contrast between very bright and very dark seems way too abrupt though )
    Retired NS1 Developer, currently making myself useful as a forum moderator - message me for any mod related requests.
  • Skyforger2Skyforger2 Join Date: 2007-10-19 Member: 62681Members Posts: 400
    Nice !! i loved perkele a lot but no one liked the map ( i suppose game play wise )

    Are we getting Power rangers ?
    IGN: Kris
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  • KoloyKoloy Join Date: 2010-04-26 Member: 71535Members Posts: 17
    Im really liking the layout!
  • uffouffo Join Date: 2003-05-03 Member: 16026Members Posts: 583
    QUOTE (puzl @ Apr 27 2010, 06:19 PM) »
    What was the dragon's name? Is there a magical ring, cloak or sword central to the resolution of the story?

    ( PS: Nice work.. the contrast between very bright and very dark seems way too abrupt though )


    Bob the dragon. magical rings in the year of nanites? makes no sense! but yeah, I definitely have to make second, third and maybe 4th run with the lights
    after the rest of the map is somewhat finished.

    skyforger:
    I think that was the case with many custom maps that tried to reach (and surpass!) the official standards :P
    albeit I admit there was lots of gimmicks that bugged on the second round (blowtorch door and GRAVITRON) and the marine start
    was really too crowded. not gonna make same mistakes this time around.
    :: Join the TSA they said. See the galaxy they said ::
    - Finished: co_perkele
    - In progress: ns2_perkele2
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members Posts: 431 Fully active user
    edited April 2010
    Loving the story.

    The red light is a bit too red for my taste.

    Remember that the brain usually white balances what it sees IRL so that whatever is in the middle of the frequencies you see is interpreted as white... this means you'll almost never 'see' pure red light (quite apart from the fact only lasers can produce single frequencies of light but that's a failing of lighting in almost all video games - give us a graph of frequencies for each light please!), ofc the brain can't white balance what's in the monitor in the same way because you can see everything around the monitor too (... I wonder if it works if you put a big blanket over your head and round the monitor).

    Or you could take that as 'a bit too red'.
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation Posts: 6,132
    The red is fine, I don't know why or what Delphic is trying to say about colours although it looks correct, perhaps notching the intensity down by half or similar may help?

    I like the shadow usage. Although as puzl pointed out, some of the white is too intense.
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation Posts: 4,112 mod
    Delphic is, I think, trying to explain white balance and how colour selection can eliminate some of the problems artificial images create for the brain.

    Here's an article on it: http://www.photozone.de/white-balance
    but I'm sure you already know about this anyway.


    And this wikipedia page is loaded with information, check out the section on chromatic adaptation
    http://en.wikipedia.org/wiki/Color_vision

    Retired NS1 Developer, currently making myself useful as a forum moderator - message me for any mod related requests.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members Posts: 914
    So the story of the map is about ogres. Where do the aliens come into the story then?

    Anyone else wonder how it would be to be able to set the frequency of the light instead of rgb color? Ofcource several "channels" per light would be needed or you would not be able to create white or such.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer Posts: 1,725 Advanced user
    Looks really great.
    I think the left wall on 004.jpg could use some shadows or highlights considering that those are all over the rest of the map.


  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members Posts: 368 Fully active user
    How would you like for this to be in my map? :]
    http://concretenmetal.blogspot.com/
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  • gotmuffgotmuff Join Date: 2009-07-27 Member: 68276Members Posts: 28
    I reckon it's pretty win - the abrupt lighting is kinda good imo, makes the light sources look very artificial (which of course, on a spaceship, they probably are), and also makes it seem like its running on emergency power or something.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members Posts: 583
    Thanks for the response, school works and summerjob is consuming almost all of my time making it hard to do any mapping so we'll see if this makes it to the 1.0 release :P
    For the whole lighting issue, I'm not giving it a lot of concern at these stages of development as the engine will have some changes (is there going be dynamic bounce?) so I'll fine tune it later on. Now it's more like testing. But you can still keep the suggestions coming.

    And no, UncleRay, you can't have it, sorry :D
    :: Join the TSA they said. See the galaxy they said ::
    - Finished: co_perkele
    - In progress: ns2_perkele2
  • uffouffo Join Date: 2003-05-03 Member: 16026Members Posts: 583
    Bump!

    This project isn't altogether dead as I've managed to do some mapping again. Rooms in first post are scrapped as they have to be redone, I can do them better I know it :P But what you're seeing in these next pictures are marine start and marine expansion.

    Marine Start:
    image
    image

    Expansion:
    image
    image

    Hallway:
    image

    There's supposed to be some shadows, but they're so far away that editor isn't showing them.
    :: Join the TSA they said. See the galaxy they said ::
    - Finished: co_perkele
    - In progress: ns2_perkele2
  • _Thresh__Thresh_ Join Date: 2008-01-11 Member: 63385Members Posts: 380
    looks pretty nice

    reminds me of pSyk0mAn's level

    you guys have gota bug ns2hd to do a reveal when you're done
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer Posts: 1,725 Advanced user
    Like the curves; big surprise, I know! :D

    The expansion looks already great.
    Marine spawn will probably look amazing once you use more props/details and tune the lighting.
    Try to break up the textures a bit on the curved shapes around the res node.
    That vent texture on outer floor and ceiling, for example, is probably one or two vents for each face!?
    You can apply another texture for each 2nd or 4th face or stretch the vent texture over more faces at some spots.
    Props and lights will do the rest. The light at the ceiling doesn't have to lit the whole node area, when you add more, smaller lights. In fact it doesn't have to direct-light anything (except nearby player models) and can be accounted for by one properly placed omni.


  • uffouffo Join Date: 2003-05-03 Member: 16026Members Posts: 583
    QUOTE (pSyk0mAn @ Dec 11 2010, 04:51 PM) »
    Like the curves; big surprise, I know! :D

    The expansion looks already great.
    Marine spawn will probably look amazing once you use more props/details and tune the lighting.
    Try to break up the textures a bit on the curved shapes around the res node.
    That vent texture on outer floor and ceiling, for example, is probably one or two vents for each face!?
    You can apply another texture for each 2nd or 4th face or stretch the vent texture over more faces at some spots.
    Props and lights will do the rest. The light at the ceiling doesn't have to lit the whole node area, when you add more, smaller lights. In fact it doesn't have to direct-light anything (except nearby player models) and can be accounted for by one properly placed omni.


    darn, now I have to scrap the marine start aswell ;D
    :: Join the TSA they said. See the galaxy they said ::
    - Finished: co_perkele
    - In progress: ns2_perkele2
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members Posts: 2,432 Fully active user
    It would be hard for lerks and skulks to hide in the ceiling areas, they are so exposed.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members Posts: 583
    QUOTE (peregrinus @ Dec 12 2010, 11:27 AM) »
    It would be hard for lerks and skulks to hide in the ceiling areas, they are so exposed.


    there are couple of hiding places which don't show in the screenshots in the expansion but the spawn is exposed for the reason that I personally dislike spawn camping lerks and I feel that spawn should be relatively safe for marines. And much in same manner alien spawn should be relatively safe for aliens so there will be lotsa hiding places
    :: Join the TSA they said. See the galaxy they said ::
    - Finished: co_perkele
    - In progress: ns2_perkele2
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer Posts: 1,725 Advanced user
    Please don't scrap it, the "brushwork" is great so far :)
    It also looks better (lighting) now that I see it on my own pc. Damn fullbright PC at my parents' :D


  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    uffo, come on man. The work gone into this one is amazing, your brushwork (facework?) skills are of the char! The map looks so smexingly currvy

    Guardian of the "magic cookiejar" 

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  • uffouffo Join Date: 2003-05-03 Member: 16026Members Posts: 583
    QUOTE (Kouji_San @ Dec 12 2010, 08:42 PM) »
    uffo, come on man. The work gone into this one is amazing, your brushwork (facework?) skills are of the char! The map looks so smexingly currvy


    no, we have to go deeper!

    anyway, new shots:

    couple textures missing and apparently forgot whole add-light-sources-and-hide-light-bulbs thingie
    image

    not quite sure what I was thinking, but obviously something awesome. have to revisit this room sometime.
    image
    :: Join the TSA they said. See the galaxy they said ::
    - Finished: co_perkele
    - In progress: ns2_perkele2
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer Posts: 1,725 Advanced user
    edited December 2010
    Very interesting style, I really like the geometry in the 2nd pic.
    You should try some fancy shadow patterns, especially those props in the 2nd pic beg for a true spotlight casting interesting shadows through them into part of the room.


  • uffouffo Join Date: 2003-05-03 Member: 16026Members Posts: 583
    This corridor is still work in progress, just checking if I know how to create skyboxes :P apparently the red planet went to the wrong side so the light angle might seem pretty funny.
    Amazingly Dicaprio's build is almost the excact same size as a TSA marine so you can get some idea of the proportions.

    image
    :: Join the TSA they said. See the galaxy they said ::
    - Finished: co_perkele
    - In progress: ns2_perkele2
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    Keep an eye on those glass walls not at a perfect 90 degree angle btw, I think you could blink outside the map there with some fancy buttonbash blinking...

    Guardian of the "magic cookiejar" 

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  • uffouffo Join Date: 2003-05-03 Member: 16026Members Posts: 583
    QUOTE (Kouji_San @ Jan 3 2011, 05:13 AM) »
    Keep an eye on those glass walls not at a perfect 90 degree angle btw, I think you could blink outside the map there with some fancy buttonbash blinking...


    wasn't aware of that :O but hopefully glass thingies and blinkies will be fixed/improved long time before I get this finished :D
    :: Join the TSA they said. See the galaxy they said ::
    - Finished: co_perkele
    - In progress: ns2_perkele2
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation Posts: 6,132
    I like the style in the second picture. Like you said though, ceilings aren't your forte and that could do with a few pipes, a construct and a hanging wire or two ;)

    As for the not 90' glass props, just added a transparent texture to close the gap off behind at a right angle, that way, someone gets stuck in a useless position and can get out of it, rather than falling to their death.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    QUOTE (Thaldarin @ Jan 3 2011, 04:54 AM) »
    As for the not 90' glass props, just added a transparent texture to close the gap off behind at a right angle, that way, someone gets stuck in a useless position and can get out of it, rather than falling to their death.

    Fades can blink out of anything you know :P


    Also, keep up the curves uffo!

    Guardian of the "magic cookiejar" 

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

    Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting

  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation Posts: 6,132
    I was thinking more about them blinking out and not falling to their deaths instantly with that 'quick fix' ;)
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members Posts: 372
    This map is one of my favor. I would like to test it sometime.
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  • uffouffo Join Date: 2003-05-03 Member: 16026Members Posts: 583
    edited January 2011
    Whipped up ye olde generic ready room. This contraption comes with two level-over-level stories. Note that the skybox is photoshopped in, although it is the actual skybox texture I'm using. And oh, the big round thing revolves.

    Edit oh: those three fan frames should cast shadows but they were faded out on that distance

    Top floor:
    image

    image

    Lower floor:

    image

    image
    :: Join the TSA they said. See the galaxy they said ::
    - Finished: co_perkele
    - In progress: ns2_perkele2
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