<!--quoteo(post=1830726:date=Feb 9 2011, 01:12 AM:name=Delta1)--><div class='quotetop'>QUOTE (Delta1 @ Feb 9 2011, 01:12 AM) <a href="index.php?act=findpost&pid=1830726"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Map looks awesome, it would be good if when complete could use it on a regular server. The Hologram? / <u><b>Alien Freeze</b></u> thing at the end of the vid looks awesome. Wish i could get my head around doing something like this :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Research Node Cryogenic Chambers. still a work in progress but i'm not happy with alpha texture maps right now (the transparency).
Here's where it's going to stay for now: <img src="http://www.nicholashillyard.com/images/ns2_skyfalls/cryochambers.jpg" border="0" class="linked-image" />
^ Awesome - could you edit the alien model pose so they are stretched out or contorted somehow? Or even put one model inside the other to create a new species :o
GISPBattle GorgeDenmarkJoin Date: 2004-03-20Member: 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
<!--quoteo(post=1830757:date=Feb 9 2011, 11:37 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Feb 9 2011, 11:37 AM) <a href="index.php?act=findpost&pid=1830757"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->^ Awesome - could you edit the alien model pose so they are stretched out or contorted somehow? Or even put one model inside the other to create a new species :o
Loving the dry ice feel to that room.<!--QuoteEnd--></div><!--QuoteEEnd--> Fade whit wings?
I'm sure you're going back to it, but make sure you use some references regarding how glass breaks. A second mist effect letting it pour out of the hole in the tube might look cool, too. Otherwise looking great!
<!--quoteo(post=1830806:date=Feb 9 2011, 07:55 AM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Feb 9 2011, 07:55 AM) <a href="index.php?act=findpost&pid=1830806"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i currently have no control over those models. if i were to scale them, they would snap back to normal size when the map loaded.<!--QuoteEnd--></div><!--QuoteEEnd-->
If you make them a cinematic you can scale. :P
I did this same concept using the cinematic editor to have aliens rotating on turntables. Now if i can just get the textures alpha for mine to look as good as yours.
I like the cryogenic pod idea enough to 'borrow' it and develop it further. Right now it's pretty neat, although I'd gradiant the colour, I'd add a light source in there to give it another dimension, a bit of bubbling with a particle effect and completely change the shape, right now I don't like it but I <i>love</i> the idea and what you're trying to do with it.
The rough look and overall techy feel is coming through, once you develop the map further it's going to shape up quite nicely. Don't rush it though, take your time especially if you have an outline and/or greyboxed area. Develop your area properly, don't do it all to a certain low level and then go back to them all, I find you'll draw inconsistency that way. Take your time with each room now you've got so much done, go back and line up your trims etc. that aren't how you like them, refine your mood lighting how you want it, your commander view heights, those little bits you want to indent or pull out of a wall or ceiling.
As far as a first level goes too, shaping up to be a good new thing for you Tig, keep it up!
<!--quoteo(post=1832080:date=Feb 14 2011, 02:26 AM:name=Deadzone)--><div class='quotetop'>QUOTE (Deadzone @ Feb 14 2011, 02:26 AM) <a href="index.php?act=findpost&pid=1832080"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm sure you're going back to it, but make sure you use some references regarding how glass breaks. A second mist effect letting it pour out of the hole in the tube might look cool, too. Otherwise looking great!<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1832109:date=Feb 14 2011, 04:46 AM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Feb 14 2011, 04:46 AM) <a href="index.php?act=findpost&pid=1832109"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you make them a cinematic you can scale. :P
I did this same concept using the cinematic editor to have aliens rotating on turntables. Now if i can just get the textures alpha for mine to look as good as yours.<!--QuoteEnd--></div><!--QuoteEEnd-->
the texture alpha is where the problem lies, it's completely transparent, so you can't see my custom glass texture.
<!--quoteo(post=1832131:date=Feb 14 2011, 09:01 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Feb 14 2011, 09:01 AM) <a href="index.php?act=findpost&pid=1832131"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the cryogenic pod idea enough to 'borrow' it and develop it further. Right now it's pretty neat, although I'd gradiant the colour, I'd add a light source in there to give it another dimension, a bit of bubbling with a particle effect and completely change the shape, right now I don't like it but I <i>love</i> the idea and what you're trying to do with it.
The rough look and overall techy feel is coming through, once you develop the map further it's going to shape up quite nicely. Don't rush it though, take your time especially if you have an outline and/or greyboxed area. Develop your area properly, don't do it all to a certain low level and then go back to them all, I find you'll draw inconsistency that way. Take your time with each room now you've got so much done, go back and line up your trims etc. that aren't how you like them, refine your mood lighting how you want it, your commander view heights, those little bits you want to indent or pull out of a wall or ceiling.
As far as a first level goes too, shaping up to be a good new thing for you Tig, keep it up!<!--QuoteEnd--></div><!--QuoteEEnd-->
so here's the deal with the cryo tubes. the texture is a very nice glass texture that i made in pshop, but you can only have bitmap transparency, so its all or nothing, so i made it all transparent thus negating all other maps except the emissive (illumination) map which can handle transparency by simply overlaying your color over pure black. so i can have transparent and glowing, but i can't have textured and transparent (unless its like the vent and grate textures).
so due to the illumination, cinematic effects like the mist will not show up on the inside of the enclosed tubes, so you're not going to get anything cool to happen with lights either imho because the illumination negates it. but nonetheless, i am going to revisit the room and put some polish on the glass tubes and their effects after a couple more builds (i already spent more time on this room than 2 of the others i've done and it is time to push forward cuz i'd really like to get this map (in beta form) out to the community so they can map annotate it and i can get gameplay feedback.
i will take your advice and continue to 90% each room before moving on because i want each room to have a unique feel to it because i've always found this helps with navigating the level (one of the things that set ns1 maps apart from eachother for me was navigation facilitation through unique room design.
thanks for the tips and go nuts on the cryo tubes, can't wait to see what you come up with.
GISPBattle GorgeDenmarkJoin Date: 2004-03-20Member: 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
<!--quoteo(post=1832210:date=Feb 14 2011, 11:35 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Feb 14 2011, 11:35 PM) <a href="index.php?act=findpost&pid=1832210"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->no, it's just for that room. thank you, they took a long time.<!--QuoteEnd--></div><!--QuoteEEnd--> Just had to recomment on em :) They realy brings dept and colour into the hallways which could just have been bland to look at, but you realy elevated the standarts of what to do whit generic hallways and pulling it of perfectly.
central processing (formerly elevator room). still some work to do, but a good start to the biggest fight rooms in the map. Elevator will remain in down position until that feature is implemented (less annoying for commanders).
The room with all the yellow panels (the elevator shaft, I'm guessing?) is... interesting. I just want to point out that all those panels put next to each other like that make the room EXTREMELY "noisy" visually. They're very distracting and draw your eye in.
Part of it is the color (and the light centers with dark borders), part of it is the size. To me, if I was flipping through the room and glancing, it would be incredibly easy to miss a skulk sitting on the wall. His colors wouldn't stand out terribly, and the panels are around skulk-size. I would also keep seeing panels out of the corner of my eye and doing double-takes because I thought I saw something. I would hate this room as a marine.
The good news, is if you took that knowledge and used it intentionally - designed a room with these features in mind, that would be awesome. An elevator shaft is not a bad place for such a thing. Marines would be checking the shaft anyway, and the walls would make them uncomfortable. I said I'd hate these things as a marine, but if a room worked that feeling, it would add to the tension and fun that much more!
<!--quoteo(post=1840257:date=Apr 8 2011, 01:52 AM:name=Deadzone)--><div class='quotetop'>QUOTE (Deadzone @ Apr 8 2011, 01:52 AM) <a href="index.php?act=findpost&pid=1840257"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The room with all the yellow panels (the elevator shaft, I'm guessing?) is... interesting. I just want to point out that all those panels put next to each other like that make the room EXTREMELY "noisy" visually. They're very distracting and draw your eye in.
Part of it is the color (and the light centers with dark borders), part of it is the size. To me, if I was flipping through the room and glancing, it would be incredibly easy to miss a skulk sitting on the wall. His colors wouldn't stand out terribly, and the panels are around skulk-size. I would also keep seeing panels out of the corner of my eye and doing double-takes because I thought I saw something. I would hate this room as a marine.
The good news, is if you took that knowledge and used it intentionally - designed a room with these features in mind, that would be awesome. An elevator shaft is not a bad place for such a thing. Marines would be checking the shaft anyway, and the walls would make them uncomfortable. I said I'd hate these things as a marine, but if a room worked that feeling, it would add to the tension and fun that much more!<!--QuoteEnd--></div><!--QuoteEEnd-->
it's not so bad once you're running around in there.
and the elevator shaft is a central playing area if you look at the layout on the first page. it is the third tech point for both sides so it will be heavily fought over.
i envisioned the gameplay having aliens pushing up the elevator shaft as they can ascend easily to take over central processing if the rines have it. i envision the marines pushing down the long hallway out of central as they have the advantage there. when elevators work, i think of massing jetpackers to defend arcs that will need to take the elevator (because onos will be charging up the long hallway) in order to siege from the hallway below.
i was just trying to not be bland on the walls and have some props with interesting lighting to work around, but i'll take another look at it when i get closer to release.
nice map so far Tig its so beautiful love the affects on what you did in the cryo room I'm starting to make my own map but i wish i knew how to get the effects down pact :P
The thing I particularly like about it is that you seem to have a well thought out natural progression from a helipad, to a marine base, to a mine (hive) area, and where human structures are concerned, often you keep to a fairly basic box theme, but thats perfect, all the marine areas look like something humans would actually build and use!
Some rooms made in NS often just look like they were put there to look pretty. This rocks but practicality can really make things feel real!
Alien areas again, looking good, I cannot wait to see the end result.
As a note to anyone who feels this is open and difficult for aliens to play, if we think back to refinery map in NS1, the actual refinery was huge, and aliens could struggle in there, however, the alien team always found the best ways to get around their flaws and I think the same will happen here. Was kind of the joy of NS some nutter always did something new!
thank you very much guys, i appreciate the feedback. i've tried to be fair with myself as i map with regards to balance, limiting the amount of vents and cheap camping spots. i've tried to say away from ceiling vents that have line of sight to RTs/powernodes/command chairs and likewise have limited the unobstructed length of hallways to avoid cheap sniping/nading. wherever i have dark ceilings, i've tried to have bright floors, and vice versa. hopefully things will be balanced and still be fun.
i'll get back to work on this map soon (having some difficulty with some bugs from the latest patches currently)
<!--quoteo(post=1847486:date=May 19 2011, 08:26 PM:name=Wavesonics)--><div class='quotetop'>QUOTE (Wavesonics @ May 19 2011, 08:26 PM) <a href="index.php?act=findpost&pid=1847486"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just came across this, looks really different and neat, are you still working on it?<!--QuoteEnd--></div><!--QuoteEEnd-->
yes, but i started a new job and was in portugal for 2 weeks, i'll go work on it now...
half the hallway is done, sorry this is taking awhile, i just have no time.. i haven't even played summit yet...
Long Hallway I think I called it on the layout sketch, it's now called Access Hallway. It leads from central processing to the alien expansion Excavation. Excavation is next and then I will finish the hallway to alien start and that will bring this map to 80% completion.
NICE! You certainly have made some headway on your production and i think everything looks fantastic. Just one small detail i see in the "hallway_03.jpg" screen. The curve on the left wall could use a bit more...well....curve. I seen you took great care an detail on the smaller curves and they look great and that wall having a slight bit more of a smooth curve would be "the cats meow" to compliment the rest of that area.
Here is where i'm at. I'm not sure what % it is, but given that i don't have my waypoints in, and sounds need to be added for most rooms, as well as cinematics editing, i'd guess its about 70% done. here's a video of a run through of the level, i have one hive to finish, one hive to start, two rt rooms, and two hallways to finish up, as well as some lighting and prop work to do in skyfalls. then there's the cinematics flickering which i have no clue what i'm doing wrong on.
but i made a neat "toxic sludge" texture in photoshop that i'm pretty happy with. it's in Sewer tech point (formerly excavation). it will have a death trigger as it is acid and toxic.
Comments
The Hologram? / <u><b>Alien Freeze</b></u> thing at the end of the vid looks awesome.
Wish i could get my head around doing something like this :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Research Node Cryogenic Chambers. still a work in progress but i'm not happy with alpha texture maps right now (the transparency).
Here's where it's going to stay for now:
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/cryochambers.jpg" border="0" class="linked-image" />
Loving the dry ice feel to that room.
Loving the dry ice feel to that room.<!--QuoteEnd--></div><!--QuoteEEnd-->
Fade whit wings?
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/research_01.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/research_02.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/research_03.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/research_04.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/research_05.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/research_06.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/research_07.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/research_08.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/research_09.jpg" border="0" class="linked-image" />
Otherwise looking great!
btw. looks amazing thoes floors :)
If you make them a cinematic you can scale. :P
I did this same concept using the cinematic editor to have aliens rotating on turntables. Now if i can just get the textures alpha for mine to look as good as yours.
The rough look and overall techy feel is coming through, once you develop the map further it's going to shape up quite nicely. Don't rush it though, take your time especially if you have an outline and/or greyboxed area. Develop your area properly, don't do it all to a certain low level and then go back to them all, I find you'll draw inconsistency that way. Take your time with each room now you've got so much done, go back and line up your trims etc. that aren't how you like them, refine your mood lighting how you want it, your commander view heights, those little bits you want to indent or pull out of a wall or ceiling.
As far as a first level goes too, shaping up to be a good new thing for you Tig, keep it up!
Otherwise looking great!<!--QuoteEnd--></div><!--QuoteEEnd-->
will do.
I did this same concept using the cinematic editor to have aliens rotating on turntables. Now if i can just get the textures alpha for mine to look as good as yours.<!--QuoteEnd--></div><!--QuoteEEnd-->
the texture alpha is where the problem lies, it's completely transparent, so you can't see my custom glass texture.
btw. looks amazing thoes floors :)<!--QuoteEnd--></div><!--QuoteEEnd-->
no, it's just for that room. thank you, they took a long time.
The rough look and overall techy feel is coming through, once you develop the map further it's going to shape up quite nicely. Don't rush it though, take your time especially if you have an outline and/or greyboxed area. Develop your area properly, don't do it all to a certain low level and then go back to them all, I find you'll draw inconsistency that way. Take your time with each room now you've got so much done, go back and line up your trims etc. that aren't how you like them, refine your mood lighting how you want it, your commander view heights, those little bits you want to indent or pull out of a wall or ceiling.
As far as a first level goes too, shaping up to be a good new thing for you Tig, keep it up!<!--QuoteEnd--></div><!--QuoteEEnd-->
so here's the deal with the cryo tubes. the texture is a very nice glass texture that i made in pshop, but you can only have bitmap transparency, so its all or nothing, so i made it all transparent thus negating all other maps except the emissive (illumination) map which can handle transparency by simply overlaying your color over pure black. so i can have transparent and glowing, but i can't have textured and transparent (unless its like the vent and grate textures).
so due to the illumination, cinematic effects like the mist will not show up on the inside of the enclosed tubes, so you're not going to get anything cool to happen with lights either imho because the illumination negates it. but nonetheless, i am going to revisit the room and put some polish on the glass tubes and their effects after a couple more builds (i already spent more time on this room than 2 of the others i've done and it is time to push forward cuz i'd really like to get this map (in beta form) out to the community so they can map annotate it and i can get gameplay feedback.
i will take your advice and continue to 90% each room before moving on because i want each room to have a unique feel to it because i've always found this helps with navigating the level (one of the things that set ns1 maps apart from eachother for me was navigation facilitation through unique room design.
thanks for the tips and go nuts on the cryo tubes, can't wait to see what you come up with.
Just had to recomment on em :)
They realy brings dept and colour into the hallways which could just have been bland to look at, but you realy elevated the standarts of what to do whit generic hallways and pulling it of perfectly.
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/central_01.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/central_02.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/central_03.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/central_04.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/central_05.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/central_06.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/central_07.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/central_08.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/central_09.jpg" border="0" class="linked-image" />
Part of it is the color (and the light centers with dark borders), part of it is the size. To me, if I was flipping through the room and glancing, it would be incredibly easy to miss a skulk sitting on the wall. His colors wouldn't stand out terribly, and the panels are around skulk-size. I would also keep seeing panels out of the corner of my eye and doing double-takes because I thought I saw something. I would hate this room as a marine.
The good news, is if you took that knowledge and used it intentionally - designed a room with these features in mind, that would be awesome. An elevator shaft is not a bad place for such a thing. Marines would be checking the shaft anyway, and the walls would make them uncomfortable. I said I'd hate these things as a marine, but if a room worked that feeling, it would add to the tension and fun that much more!
Part of it is the color (and the light centers with dark borders), part of it is the size. To me, if I was flipping through the room and glancing, it would be incredibly easy to miss a skulk sitting on the wall. His colors wouldn't stand out terribly, and the panels are around skulk-size. I would also keep seeing panels out of the corner of my eye and doing double-takes because I thought I saw something. I would hate this room as a marine.
The good news, is if you took that knowledge and used it intentionally - designed a room with these features in mind, that would be awesome. An elevator shaft is not a bad place for such a thing. Marines would be checking the shaft anyway, and the walls would make them uncomfortable. I said I'd hate these things as a marine, but if a room worked that feeling, it would add to the tension and fun that much more!<!--QuoteEnd--></div><!--QuoteEEnd-->
it's not so bad once you're running around in there.
and the elevator shaft is a central playing area if you look at the layout on the first page. it is the third tech point for both sides so it will be heavily fought over.
i envisioned the gameplay having aliens pushing up the elevator shaft as they can ascend easily to take over central processing if the rines have it. i envision the marines pushing down the long hallway out of central as they have the advantage there. when elevators work, i think of massing jetpackers to defend arcs that will need to take the elevator (because onos will be charging up the long hallway) in order to siege from the hallway below.
i was just trying to not be bland on the walls and have some props with interesting lighting to work around, but i'll take another look at it when i get closer to release.
The thing I particularly like about it is that you seem to have a well thought out natural progression from a helipad, to a marine base, to a mine (hive) area, and where human structures are concerned, often you keep to a fairly basic box theme, but thats perfect, all the marine areas look like something humans would actually build and use!
Some rooms made in NS often just look like they were put there to look pretty. This rocks but practicality can really make things feel real!
Alien areas again, looking good, I cannot wait to see the end result.
As a note to anyone who feels this is open and difficult for aliens to play, if we think back to refinery map in NS1, the actual refinery was huge, and aliens could struggle in there, however, the alien team always found the best ways to get around their flaws and I think the same will happen here. Was kind of the joy of NS some nutter always did something new!
i'll get back to work on this map soon (having some difficulty with some bugs from the latest patches currently)
yes, but i started a new job and was in portugal for 2 weeks, i'll go work on it now...
Long Hallway I think I called it on the layout sketch, it's now called Access Hallway. It leads from central processing to the alien expansion Excavation. Excavation is next and then I will finish the hallway to alien start and that will bring this map to 80% completion.
<img src="http://nicholashillyard.com/images/ns2_skyfalls/hallway_01.jpg" border="0" class="linked-image" />
<img src="http://nicholashillyard.com/images/ns2_skyfalls/hallway_02.jpg" border="0" class="linked-image" />
<img src="http://nicholashillyard.com/images/ns2_skyfalls/hallway_03.jpg" border="0" class="linked-image" />
<img src="http://nicholashillyard.com/images/ns2_skyfalls/hallway_04.jpg" border="0" class="linked-image" />
<img src="http://nicholashillyard.com/images/ns2_skyfalls/hallway_05.jpg" border="0" class="linked-image" />
<img src="http://nicholashillyard.com/images/ns2_skyfalls/hallway_06.jpg" border="0" class="linked-image" />
Can't wait to have a go to see how it plays!!
Can you put an % on the completion?
but i made a neat "toxic sludge" texture in photoshop that i'm pretty happy with. it's in Sewer tech point (formerly excavation). it will have a death trigger as it is acid and toxic.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/0O8t9sbB2pw"></param><embed src="http://www.youtube.com/v/0O8t9sbB2pw" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
if you guys know what's wrong with my cinematics and why they're flickering, please let me know, it's bothering me.