ns2_tisza

MendaspMendasp 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
edited February 2013 in Mapping
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"/>
«13

Comments

  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Nice Mendasp! Just a quick suggestion, some of the props on the roof, Ns_tisza04 to be precise, look stretched out a little too much. Or is it my monitor?
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    They're stretched, yeah. I didn't really want to put MORE pipes, so if I can think something different to put there I will.

    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.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    How about something like this?

    <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.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Yeah, a level file for a skewed box, 3 props and 5 lights.
    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.
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Mendasp help! I looked at your screenshots and this happened: <a href="http://www.youtube.com/watch?v=VLnWf1sQkjY" target="_blank">http://www.youtube.com/watch?v=VLnWf1sQkjY</a>
  • NSSlayerNSSlayer Join Date: 2006-11-12 Member: 58554Members
    The pics looks great! Did you have any hungarian relationship, or the name of the map is just a coincidence? (Tisza is the name of a hungarian river)
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    Nope. I just took a list of european rivers.

    That's where Sava came from, too.
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    Needs more nanotech.
  • MotherGooseMotherGoose Join Date: 2002-03-12 Member: 308Members, Constellation
    can we get a status update on this map???

    would love to see some progress shots :D
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    Haven't done anything in months, I'm quite busy until... August at least.
  • MotherGooseMotherGoose Join Date: 2002-03-12 Member: 308Members, Constellation
    ah rassberries.

    probably my fav in development map here and progress has stalled.

    ah well... august isn't to far away i guess :P
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    So... it's august and as I promised I've started work on a new room, I still need to do the "back" of the room, since this is just the tech point part.

    <img src="http://www.mendasp.net/stuff/wip/tisza-wip11.jpg" border="0" class="linked-image" />
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    Um, could you break some off all that symetry in the props?
    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 :)
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    It's nice Mendasp but I'm sure your realise your ceiling raises up on the edges and leaves no trim/wall for the center part.
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    About the symmetry, I feel the same, originally I wanted the left side to have a res node, but then I thought it was going to be too cramped. I'm gonna leave it for now and maybe change it later.

    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!
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    That room looks awesome a lot of promise in this map. I'm assuming outside around the perimeter of that room will be the spawn points or where you are viewing from?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1793336:date=Aug 10 2010, 06:01 PM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Aug 10 2010, 06:01 PM) <a href="index.php?act=findpost&pid=1793336"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->so you can finally mute the music and think I have horrible taste in music!<!--QuoteEnd--></div><!--QuoteEEnd-->

    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
  • Trainee.gerTrainee.ger Join Date: 2011-05-22 Member: 100097Members
    any life signs on this? :(
  • SkymanderXSkymanderX Green Marine - The Few, The Proud, The Green. Join Date: 2011-07-29 Member: 113006Members
    wow i like all the pipes.
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    Indeed, I'd like to see if this has moved on more :)
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    More than a year passes and I'm still not done with the Marine Spawn! Yeah!! I obviously haven't touched the map for a long time, but still, I've been very slow...

    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" />
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    First, it's fantastic that you're still working on it" second, I think you've got too many light colors in that scene, or your textures are not unified enough to present a real theme. Try to limit your texture and light colors to 2 major tones and I think the scene will have more punch. Keep it up.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    Great geometry work. And the lighting is pretty cool too.

    The floor seem a bit empty though. Turrets would dominate.
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    It looks good. I really like the idea of diagonal pillars. That's new, that's pretty cool.

    I'd also ignore fmpone, your lighting is very well done.
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    Second screenshot looks great! I hope the ms won't be same kind of death trap as the ms of ns_nancy. :P
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    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!
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    Awesome Mendasp! I'd love to see more speed mapping videos.
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    <!--quoteo(post=1890527:date=Dec 16 2011, 07:57 PM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Dec 16 2011, 07:57 PM) <a href="index.php?act=findpost&pid=1890527"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->First, it's fantastic that you're still working on it" second, I think you've got too many light colors in that scene, or your textures are not unified enough to present a real theme. Try to limit your texture and light colors to 2 major tones and I think the scene will have more punch. Keep it up.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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 :)
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    edited December 2011
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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*
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