ns2_tisza
Mendasp
I touch maps in inappropriate placesValencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
Well, I'm finally starting a thread for my map. Backstory: It's a generic sci-fi space station!
So... screenshots. I've removed the old ones and I'm going to leave here the newest stuff.
THE ROOM:
<img src="http://www.mendasp.net/stuff/wip/tisza-wip58.jpg"/>
<img src="http://www.mendasp.net/stuff/wip/tisza-wip59.jpg"/>
<img src="http://www.mendasp.net/stuff/wip/tisza-wip60.jpg"/>
<img src="http://www.mendasp.net/stuff/wip/tisza-wip61.jpg"/>
<img src="http://www.mendasp.net/stuff/wip/tisza-wip62.jpg"/>
<img src="http://www.mendasp.net/stuff/wip/tisza-wip63.jpg"/>
<img src="http://www.mendasp.net/stuff/wip/tisza-wip64.jpg"/>
<img src="http://www.mendasp.net/stuff/wip/tisza-wip65.jpg"/>
Another room with pipes that might not even look like this anymore in the current build (in this screenshot it still has the old higher-res shadows):
<img src="http://www.mendasp.net/stuff/wip/tisza-wip11.jpg"/>
So... screenshots. I've removed the old ones and I'm going to leave here the newest stuff.
THE ROOM:
<img src="http://www.mendasp.net/stuff/wip/tisza-wip58.jpg"/>
<img src="http://www.mendasp.net/stuff/wip/tisza-wip59.jpg"/>
<img src="http://www.mendasp.net/stuff/wip/tisza-wip60.jpg"/>
<img src="http://www.mendasp.net/stuff/wip/tisza-wip61.jpg"/>
<img src="http://www.mendasp.net/stuff/wip/tisza-wip62.jpg"/>
<img src="http://www.mendasp.net/stuff/wip/tisza-wip63.jpg"/>
<img src="http://www.mendasp.net/stuff/wip/tisza-wip64.jpg"/>
<img src="http://www.mendasp.net/stuff/wip/tisza-wip65.jpg"/>
Another room with pipes that might not even look like this anymore in the current build (in this screenshot it still has the old higher-res shadows):
<img src="http://www.mendasp.net/stuff/wip/tisza-wip11.jpg"/>
Comments
I also want to change the little "windows" to have some depth instead of using a grate texture (possibly doing the same shape with faces). That's why I don't really show them, because I also have to do a little skyline.
<img src="http://img228.imageshack.us/img228/623/spotlightf.jpg" border="0" class="linked-image" />
It's a rough/sketch idea that I've been working on for a "mess hall" design. Not sure how well it could be incorporate into your design, but it could work with some modifications :] Let me know if you'd like the level file.
That'll save him some work :P
Anyway, I like the first 3 pics, especially the colors/lighting, but the last 2 pics look kinda pale and boring tbh.
That's where Sava came from, too.
would love to see some progress shots :D
probably my fav in development map here and progress has stalled.
ah well... august isn't to far away i guess :P
<img src="http://www.mendasp.net/stuff/wip/tisza-wip11.jpg" border="0" class="linked-image" />
For instance the machines in the middle, or one of the wall props.
Just a <u>tiny</u> more asym, so left and right dosnt look exactly the same :)
I think that will make a huuuge differnce in the final feel of the map when played, and turn this great work into a masterpiece :)
As for the ceiling, I may still tweak it a little bit (the parts with the blue lights are a bit dull), not yet, though.
Since I took a bunch of screenshots while making the room, I made a little video showing how I love indecision, and the "different" looks it had (it seems I always stick with something from each iteration). Plus it shows the base for the rest of the room, which I'll have to finish some day.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/XKGplQi5d1s"></param><embed src="http://www.youtube.com/v/XKGplQi5d1s" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Since everyone said I should've put music in the Time-Lapse videos I've done it in this one, so you can finally mute the music and think I have horrible taste in music! Well, at least that's what I think of 90% of the youtube videos out there!
My god man, wtf was that noise... I can't listen to that ###### <img src="http://members.home.nl/m.borgman/ns-forum/smileys/youreallwrong.gif" border="0" class="linked-image" />
Seriously though, your timelapse vids are good! should have a feature thingy on the site IMHO
I've edited the first post with the new screenshots and left one "old" screenshot, since I haven't destroyed that area of the map yet.
This is how it's looking right now.
<img src="http://www.mendasp.net/stuff/wip/tisza-wip34.jpg" border="0" class="linked-image" />
<img src="http://www.mendasp.net/stuff/wip/tisza-wip35.jpg" border="0" class="linked-image" />
<img src="http://www.mendasp.net/stuff/wip/tisza-wip36.jpg" border="0" class="linked-image" />
<img src="http://www.mendasp.net/stuff/wip/tisza-wip37.jpg" border="0" class="linked-image" />
The floor seem a bit empty though. Turrets would dominate.
I'd also ignore fmpone, your lighting is very well done.
I love bipolar lighting myself and you have accomplished very well here, especially when blue pipes receive a reddish reflection ;) The pinpointed addition of the strong white through the window is a perfect touch that holds the whole together too!
I hope you are working on other areas of your map and not just concentrating on MS. Different work flows I guess but I have found it very practical to 'up' the detailing in phases all across the map simultaneously.
I can't wait to see more!
Well, the room is divided in 3 sections (and I'd even say 4), and there's two main colors, which are light blue and this brown/orange one, not sure if you what you mean by "too many light colors" is that the terminals and wall/floor orange lights are too distracting.
I'm going to be totally honest here, I'm not really satisfied with the lighting (and part of the brushwork) in the first screenshot, so it may change in the future, but I feel confident with the look of the rest of the room.
<!--quoteo(post=1890530:date=Dec 16 2011, 08:08 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Dec 16 2011, 08:08 PM) <a href="index.php?act=findpost&pid=1890530"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Great geometry work. And the lighting is pretty cool too.
The floor seem a bit empty though. Turrets would dominate.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks, I feel the same about the floor, but then again, I want to have plenty of room for the buildings, since is the Marine Spawn, I guess we'll see how it works if some day I get this to a playable state! :)
<!--quoteo(post=1890552:date=Dec 16 2011, 10:14 PM:name=Evil_bOb1)--><div class='quotetop'>QUOTE (Evil_bOb1 @ Dec 16 2011, 10:14 PM) <a href="index.php?act=findpost&pid=1890552"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That looks amazing!. I can tell you've been polishing it up slowly, but surely. It is as a whole a beautiful composition of geometry, texture, props, lighting, atmospherics and I think I see some particles, altogether very well balanced.
I love bipolar lighting myself and you have accomplished very well here, especially when blue pipes receive a reddish reflection ;) The pinpointed addition of the strong white through the window is a perfect touch that holds the whole together too!
I hope you are working on other areas of your map and not just concentrating on MS. Different work flows I guess but I have found it very practical to 'up' the detailing in phases all across the map simultaneously.
I can't wait to see more!<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you! Actually, I'm still mapping like I did back in the NS1 days... which is, one full room at a time. I've been actually thinking about trying that method, I tried something like that in the past and I felt a little constrained, I suppose I'll give it a go again, since you need a lot more polish and detail now and it can get very frustrating to work on the same area for a long time.
<!--quoteo(post=1890602:date=Dec 17 2011, 05:33 AM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Dec 17 2011, 05:33 AM) <a href="index.php?act=findpost&pid=1890602"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Awesome Mendasp! I'd love to see more speed mapping videos.<!--QuoteEnd--></div><!--QuoteEEnd-->
I will probably make more, I didn't record anything for this one, but I think I have WIP shots on how it evolved...
Thanks for the comments :)
With the method I'm describing it is surely much more difficult to get that feeling of accomplishment for each room. Back in the NS1 days I used the room after room method and never finished a map because I would plan so much rooms and never come to doing them all.
With spark though, I find it much easier to quickly work something up using the line tool. And you can pretty easily modify existing areas. In turtle I can't say how much I pushed and pulled walls, deleted areas and re-express them and this was possible because of the familiarity I gained with the line tool / move tool. I imagine very well the constrained feeling you are talking about especially working in a brushed based editor. It was very difficult to manipulate things around in hammer. But with spark, with gaining proficiency with the line tool, now it feels as if I sculpt spaces rather than build them up brush per brush. It is a completely different feeling.
In a way, it is not one full room at a time but one whole map at a time! It would take me a lot of time to 'up' the visuals in turtle to the standard you have in your pics. But I am now working with the influence of many ideas coming from many people and the map is more gameplay driven than visual driven, which is difficult if you just go room per room.
In a sens this is what I am supporting. Gameplay driven development. Where you start with a simple greybox, and as gameplay ideas arise, they find their correlation in the map. And then the visuals of the area come later as the whole map finds its shape.
Maybe I need a visual director for turtle now and get a few other people to work on it :D *wink* *wink*