First of all, massive thanks to <b>whoppaXXL</b> for creating a fantastic new skybox texture for ns2_plant! He even went the extra mile and rearranged / made cooler the rock props surrounding the outdoor area, which now really complement the big moon in the skybox.
<img src="http://plantdev.dyndns.org/images/plant/skybox/sneak_peak.jpg" border="0" class="linked-image" /> <i>Skybox texture by whoppaXXL</i>
It took some trial and error but I think the result is well worth it.
Besides that some minor upgrades were also made to the scene, for example starker lighting and orange lights! You can also see some water vapor coming from those ducts on the exterior wall.
<!--quoteo(post=1868204:date=Aug 10 2011, 11:29 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Aug 10 2011, 11:29 AM) <a href="index.php?act=findpost&pid=1868204"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It this map located on Earth though, if not... How'dya get our moon all the way over there :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, actually it's pretty much the same Moon as ours. But did you have seen it in this size sometime? With a little brother? :O In this case it was the perfect match of creating an scifi-theme that fits the Map and also has a real mood to it. I hope I got that both.
First of all, massive thanks to <b>whoppaXXL</b> for creating a fantastic new skybox texture for ns2_plant! He even went the extra mile and rearranged / made cooler the rock props surrounding the outdoor area, which now really complement the big moon in the skybox.
<img src="http://mys6.kyla.fi/images/plant/skybox/sneak_peak.jpg" border="0" class="linked-image" /> <i>Skybox texture by whoppaXXL</i>
It took some trial and error but I think the result is well worth it.
Besides that some minor upgrades were also made to the scene, for example starker lighting and orange lights! You can also see some water vapor coming from those ducts on the exterior wall.<!--QuoteEnd--></div><!--QuoteEEnd-->
Wow? Enormous improvement. Keep it UP
Also, I recommend studying how psykoman lit his rocks in Summit's crevace for inspiration on your lighting of your rocks. He did a nice job with ambient light for instance, take a look.
Edit: Now that I think about it again, that moon is a little too big, if it was that big or that close, I am pretty sure the two planets would collide! lol
<!--quoteo(post=1888322:date=Dec 4 2011, 04:52 PM:name=PersianImm0rtal)--><div class='quotetop'>QUOTE (PersianImm0rtal @ Dec 4 2011, 04:52 PM) <a href="index.php?act=findpost&pid=1888322"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey its been months! How's it going? :D
Edit: Now that I think about it again, that moon is a little too big, if it was that big or that close, I am pretty sure the two planets would collide! lol<!--QuoteEnd--></div><!--QuoteEEnd-->
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
I was just wondering about an artic map setting in ns2. If you put the ns2 glass prop in front of a terminal display. It will give it a frosted look. Perfect for this sort of thing.
Hi! Just came here to say that this project is still active. We haven't had much time to work on this lately but we have one area which we would like to show you soon. That's after we have reworked it a bit to solve some gameplay issues...
@IeptBarakat: I'll have to try that, thanks!
@peregrinus: I thought about that but decided to settle with the easier 'slowly falling christmas snow' for now. :) Would look epic though!
@PersianImm0rtal: You're right but I kind of like it as it is. :D
Hi, it's been a while and we think we've finally got something little to show you. We have been both busy and lazy so the progress has been a bit slow (but steady) lately.
Anyway, here's some new screenshots for you, we hope you like them.
Keen observers may note that some hallways and rooms have been removed. Some rooms and hallways are still looking for their place, and have just been greyboxed. The layout will be later adjusted after some playtesting.
<b>edit:</b> Credits for the plant models go to <a href="http://www.blenderguru.com" target="_blank">Andrew Price</a>. We are currently using them as place holders.
So I'm supposed to talk something about gameplay and how we're going to adjust some parts of the map.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=112027&view=findpost&p=1917210" target="_blank">I hope you saw the new screenshots before reading this post.</a>
Here is an old layout with new location names (yes, alien start will be changed).
In the next picture I highlighted some areas to show you which parts are going to be adjusted after some testplaying.
<!--coloro:#48D1CC--><span style="color:#48D1CC"><!--/coloro-->Light blue<!--colorc--></span><!--/colorc--> = Atrium <!--coloro:#FF00FF--><span style="color:#FF00FF"><!--/coloro-->Magenda<!--colorc--></span><!--/colorc--> = Lounge and Crew Quarters <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Orange <!--colorc--></span><!--/colorc-->= Main hallway <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->Light green<!--colorc--></span><!--/colorc--> = some hallways between CQ - WT - Lounge
<!--coloro:#FF00FF--><span style="color:#FF00FF"><!--/coloro-->Magenta:<!--colorc--></span><!--/colorc--> - Room locations need to be balanced, so that it's not possible to siege both hives in the same room (already done). - Have to make sure that both rooms aren't too dominating parts in map.
<!--coloro:#48D1CC--><span style="color:#48D1CC"><!--/coloro-->Light blue:<!--colorc--></span><!--/colorc--> - We want this to be the lowest part of the map and at the same time the highest room, so we have to rethink it.
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->Light green:<!--colorc--></span><!--/colorc--> - Main problem is the length of the hallways. The length must not be too long, so that it doesn't act too big a role in gameplay.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Orange:<!--colorc--></span><!--/colorc--> - Lenght and shape will be decided after magenta and light green areas have been fixed.
<!--quoteo(post=1917229:date=Mar 24 2012, 04:18 PM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Mar 24 2012, 04:18 PM) <a href="index.php?act=findpost&pid=1917229"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pretty pretty shots from what I see, but a bit dark, I wish they were brighter so I could make out the details!<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree, lighting is something I still haven't quite figured out. I usually have no idea where to start, so I just try to put suitable light entities next to each light prop I have. This is turn results to screenshots that you see: a couple of smallish point lights here and there, and everything else almost pitch black. I have tried to add bigger omni lights with smaller intensity but I've had some trouble making this "ambient lighting" look natural. Maybe I should just experiment more and not be so scared of screwing things up... :P I like the lighting in ns2_veil.. what's your workflow regarding lighting?
edit: i may have over exaggarated a bit, since recently the main focus has been on getting the map ready for testplay. lighting unfinished rooms which still lack detail is a bit tricky. :)
<!--quoteo(post=1917232:date=Mar 24 2012, 04:28 PM:name=Rudy.cz)--><div class='quotetop'>QUOTE (Rudy.cz @ Mar 24 2012, 04:28 PM) <a href="index.php?act=findpost&pid=1917232"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Definitely some visual quality development here. I especially love this one.
Nice!<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, Cafe is also my personal favorite in terms of lighting and the detail level is close to what I'm striving for the rest of the map.
<!--quoteo(post=1917278:date=Mar 24 2012, 07:52 PM:name=Evil_bOb1)--><div class='quotetop'>QUOTE (Evil_bOb1 @ Mar 24 2012, 07:52 PM) <a href="index.php?act=findpost&pid=1917278"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Real nice! I especially love the readyroom!<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks!
<!--quoteo(post=1917286:date=Mar 24 2012, 08:09 PM:name=paradoxum)--><div class='quotetop'>QUOTE (paradoxum @ Mar 24 2012, 08:09 PM) <a href="index.php?act=findpost&pid=1917286"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->this looks great, with such big, open spaces is it not going to be really hard for skulks though? marines will see them coming a mile away<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks! Your feedback has been noted.
Basically the hallways are similar in length to those in ns2_summit, so we are not that worried about this right now. Even then your comment is at least partially true and for this reason we'd rather leave more room for changes at this stage. Adding alcoves and other hiding spots for skulks etc. will be easier when there is more room to work with. As you can see most of the hallways are still only greyboxes and will be adjusted after we have performed some playtesting. The room sizes of the greyboxed rooms are only placeholders for now, adding props, walls, actual geometry and other detail to those hallways and rooms will naturally make them a bit tighter and provide cover for alien lifeforms.
It's looking good but still suffers from the limited theme set we're stuck with, nice to see you've tried to add something new though, lighting is as always on the dark side, if you could brighten it up and add more colour i think it could be one of the best maps around.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
Recently I've tried lighting scenes with as few lights as possible. Start off with your primary color, and make sure with as few lights as possible the entire scene gets lit with some nice specular reflections. Then add in your complimentary lights, again using as few lights as possible, and with enough brightness to get a nice specular effect. Use only 2-3 colors for the whole scene. Darker areas can get an atmospheric particle effect from spotlights.
The frosted glass texture is created by WhoppaXXL. All of the windows which show the snowy landscape of the planet will be using this texture.
We also made a snow particle effect for outdoor areas, but it's currently disabled. Some of the parameters should be tweaked because it's currently causing an "too many particles" error...
Please also note the sophisticated use of "god rays". The overall setting looks much nicer in game. :)
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
edited April 2012
It looks nice. Looking forward to seeing more.
If I were you guys I'd try to get it wrapped up with a bow to see what people think of the gameplay. Plenty of time to worry about art, although the art is coming together don't get me wrong :)
Some specific crits: I think that the wall inside the dome is too dark. I get what's going on there, but it looks almost like a dev texture. If it looks ugly lit up, try to figure out ways around it with grates or supporting props. I like the smoothness of it, but the engine might not be ready to render surfaces like that (needs smoothing groups).
The purple is lovely, but the other lighting looks a bit timid. Bump up the brightness. For instance in that first shot, you've got those little red lights. I'm a big fan of those, actually, and I think the color is working super well. Bump up the brightness, and let them be a focal point of the room :D That may mean deleting a few of them, so it isn't too gaudy overall
The orange white, similarly, I really dig. But that violet against the back wall is a color too many. Remember 2-3 colors to a scene, and make them all strong and vibrant. You're really, really close to that. It's nice to see.
The interior of the room needs that light that would light up the inner dome. Really the solution is to have the purple be the outside-ish color and have it cast purple shadows on the floor of the orange-ish room. Those colors would be hard to sell in that manner, but then you might need to think about what each color is actually doing, and wether purple is the right color for the sky. Maybe it is in this case, but that's up to you.
Overall I think you're really doing a good job with this map and I'm really eager to see more rooms
If I were you guys I'd try to get it wrapped up with a bow to see what people think of the gameplay. Plenty of time to worry about art, although the art is coming together don't get me wrong :)<!--QuoteEnd--></div><!--QuoteEEnd--> Sure, we are currently trying to get it playable as soon as possible. Our aim is to get it playable in about 2 weeks. The first rounds of testing will be done with a smaller group of people in order to fix the most obvious flaws before releasing it to wider audience. The first revision of the layout is already fixed and all of the missing (mostly alien) rooms have been greyboxed. This update was just something I had been looking forward to implementing and now realized it's finally possible.
<!--quoteo(post=1920467:date=Apr 1 2012, 06:23 AM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Apr 1 2012, 06:23 AM) <a href="index.php?act=findpost&pid=1920467"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->[...] Some specific crits: I think that the wall inside the dome is too dark. I get what's going on there, but it looks almost like a dev texture. If it looks ugly lit up, try to figure out ways around it with grates or supporting props. I like the smoothness of it, but the engine might not be ready to render surfaces like that (needs smoothing groups).<!--QuoteEnd--></div><!--QuoteEEnd--> Actually the dome is not using that many faces and the reason for the darkish lighting is just that, it would look rather ugly without smoothing groups... On the other hand I originally planned the surface of the dome dark to give it a more eerie look with the moon looming there and casting moon light.
<!--quoteo(post=1920467:date=Apr 1 2012, 06:23 AM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Apr 1 2012, 06:23 AM) <a href="index.php?act=findpost&pid=1920467"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The purple is lovely, but the other lighting looks a bit timid. Bump up the brightness. For instance in that first shot, you've got those little red lights. I'm a big fan of those, actually, and I think the color is working super well. Bump up the brightness, and let them be a focal point of the room :D That may mean deleting a few of them, so it isn't too gaudy overall
The orange white, similarly, I really dig. But that violet against the back wall is a color too many. Remember 2-3 colors to a scene, and make them all strong and vibrant. You're really, really close to that. It's nice to see.
The interior of the room needs that light that would light up the inner dome. Really the solution is to have the purple be the outside-ish color and have it cast purple shadows on the floor of the orange-ish room. Those colors would be hard to sell in that manner, but then you might need to think about what each color is actually doing, and wether purple is the right color for the sky. Maybe it is in this case, but that's up to you.
Overall I think you're really doing a good job with this map and I'm really eager to see more rooms<!--QuoteEnd--></div><!--QuoteEEnd--> Thanks for the critics. Actually the violet is meant to be temporary, because I originally had those plants there, but eventually considered it to be too much. I still have to think about the lighting and color scheme... I haven't really put that much though on it yet, just trying to light up the room without making it full bright.. I definately agree on the purple light which casts shadow. For now I think I'll be keeping that color, and try to find an "inside" color which works with it. The reddish orange is meant for "caution" lights & detail really and I'm trying to be careful about overusing it.
Comments
First of all, massive thanks to <b>whoppaXXL</b> for creating a fantastic new skybox texture for ns2_plant! He even went the extra mile and rearranged / made cooler the rock props surrounding the outdoor area, which now really complement the big moon in the skybox.
<img src="http://plantdev.dyndns.org/images/plant/skybox/sneak_peak.jpg" border="0" class="linked-image" />
<i>Skybox texture by whoppaXXL</i>
<b>In game screenshots:</b>
<img src="http://plantdev.no-ip.org/images/plant/skybox/rocks_remade.jpg" border="0" class="linked-image" />
<img src="http://plantdev.no-ip.org/images/plant/skybox/sky9.jpg" border="0" class="linked-image" />
It took some trial and error but I think the result is well worth it.
Besides that some minor upgrades were also made to the scene, for example starker lighting and orange lights! You can also see some water vapor coming from those ducts on the exterior wall.
Well, actually it's pretty much the same Moon as ours. But did you have seen it in this size sometime? With a little brother? :O
In this case it was the perfect match of creating an scifi-theme that fits the Map and also has a real mood to it. I hope I got that both.
First of all, massive thanks to <b>whoppaXXL</b> for creating a fantastic new skybox texture for ns2_plant! He even went the extra mile and rearranged / made cooler the rock props surrounding the outdoor area, which now really complement the big moon in the skybox.
<img src="http://mys6.kyla.fi/images/plant/skybox/sneak_peak.jpg" border="0" class="linked-image" />
<i>Skybox texture by whoppaXXL</i>
<b>In game screenshots:</b>
<img src="http://mys6.kyla.fi/images/plant/skybox/rocks_remade.jpg" border="0" class="linked-image" />
<img src="http://mys6.kyla.fi/images/plant/skybox/sky9.jpg" border="0" class="linked-image" />
It took some trial and error but I think the result is well worth it.
Besides that some minor upgrades were also made to the scene, for example starker lighting and orange lights! You can also see some water vapor coming from those ducts on the exterior wall.<!--QuoteEnd--></div><!--QuoteEEnd-->
Wow? Enormous improvement. Keep it UP
Also, I recommend studying how psykoman lit his rocks in Summit's crevace for inspiration on your lighting of your rocks. He did a nice job with ambient light for instance, take a look.
Edit: Now that I think about it again, that moon is a little too big, if it was that big or that close, I am pretty sure the two planets would collide! lol
Edit: Now that I think about it again, that moon is a little too big, if it was that big or that close, I am pretty sure the two planets would collide! lol<!--QuoteEnd--></div><!--QuoteEEnd-->
Nanites.
Would you guys be able to make a blizzard effect that could loop? Would get the perfect 'The Thing' atmosphere :D
That's after we have reworked it a bit to solve some gameplay issues...
@IeptBarakat: I'll have to try that, thanks!
@peregrinus: I thought about that but decided to settle with the easier 'slowly falling christmas snow' for now. :) Would look epic though!
@PersianImm0rtal: You're right but I kind of like it as it is. :D
Anyway, here's some new screenshots for you, we hope you like them.
<b>Biodome</b>
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_biodome_01.jpg" border="0" class="linked-image" />
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_biodome_03.jpg" border="0" class="linked-image" />
<b>Cafeteria</b>
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_cafe_01.jpg" border="0" class="linked-image" />
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_cafe_02.jpg" border="0" class="linked-image" />
<b>Research room</b>
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_research_room_01.jpg" border="0" class="linked-image" />
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_research_room_02.jpg" border="0" class="linked-image" />
<b>Turn</b>
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_turn_01.jpg" border="0" class="linked-image" />
<b>Water treatment</b> (WIP)
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_water_treatment_01.jpg" border="0" class="linked-image" />
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_water_treatment_02.jpg" border="0" class="linked-image" />
<b>Overview</b>
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_overview.jpg" border="0" class="linked-image" />
Keen observers may note that some hallways and rooms have been removed. Some rooms and hallways are still looking for their place, and have just been greyboxed. The layout will be later adjusted after some playtesting.
<b>edit:</b> Credits for the plant models go to <a href="http://www.blenderguru.com" target="_blank">Andrew Price</a>. We are currently using them as place holders.
perso & Varathar
<b>Railway station</b>
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_station.jpg" border="0" class="linked-image" />
<b>Marine start</b>
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_ms_01.jpg" border="0" class="linked-image" />
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_ms_02.jpg" border="0" class="linked-image" />
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_ms_03.jpg" border="0" class="linked-image" />
<b>Ready room</b>
<img src="http://plantdev.no-ip.org/images/plant/r2/ns2_plant_readyroom.jpg" border="0" class="linked-image" />
<!--quoteo(post=1917210:date=Mar 24 2012, 09:06 PM:name=perso)--><div class='quotetop'>QUOTE (perso @ Mar 24 2012, 09:06 PM) <a href="index.php?act=findpost&pid=1917210"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://plantdev.dyndns.org/images/plant/devshots_24-03-2012/ns2_plant_cafe_01.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Nice!
So I'm supposed to talk something about gameplay and how we're going to adjust some parts of the map.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=112027&view=findpost&p=1917210" target="_blank">I hope you saw the new screenshots before reading this post.</a>
Here is an old layout with new location names (yes, alien start will be changed).
<img src="http://plantdev.dyndns.org/images/plant/devshots_24-03-2012/ns2_plant_layout_02.jpg" border="0" class="linked-image" />
In the next picture I highlighted some areas to show you which parts are going to be adjusted after some testplaying.
<!--coloro:#48D1CC--><span style="color:#48D1CC"><!--/coloro-->Light blue<!--colorc--></span><!--/colorc--> = Atrium
<!--coloro:#FF00FF--><span style="color:#FF00FF"><!--/coloro-->Magenda<!--colorc--></span><!--/colorc--> = Lounge and Crew Quarters
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Orange <!--colorc--></span><!--/colorc-->= Main hallway
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->Light green<!--colorc--></span><!--/colorc--> = some hallways between CQ - WT - Lounge
<!--coloro:#FF00FF--><span style="color:#FF00FF"><!--/coloro-->Magenta:<!--colorc--></span><!--/colorc-->
- Room locations need to be balanced, so that it's not possible to siege both hives in the same room (already done).
- Have to make sure that both rooms aren't too dominating parts in map.
<!--coloro:#48D1CC--><span style="color:#48D1CC"><!--/coloro-->Light blue:<!--colorc--></span><!--/colorc-->
- We want this to be the lowest part of the map and at the same time the highest room, so we have to rethink it.
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->Light green:<!--colorc--></span><!--/colorc-->
- Main problem is the length of the hallways. The length must not be too long, so that it doesn't act too big a role in gameplay.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Orange:<!--colorc--></span><!--/colorc-->
- Lenght and shape will be decided after magenta and light green areas have been fixed.
<img src="http://plantdev.dyndns.org/images/plant/devshots_24-03-2012/ns2_plant_overview2.jpg" border="0" class="linked-image" />
<!--quoteo(post=1917229:date=Mar 24 2012, 04:18 PM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Mar 24 2012, 04:18 PM) <a href="index.php?act=findpost&pid=1917229"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pretty pretty shots from what I see, but a bit dark, I wish they were brighter so I could make out the details!<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree, lighting is something I still haven't quite figured out. I usually have no idea where to start, so I just try to put suitable light entities next to each light prop I have. This is turn results to screenshots that you see: a couple of smallish point lights here and there, and everything else almost pitch black. I have tried to add bigger omni lights with smaller intensity but I've had some trouble making this "ambient lighting" look natural. Maybe I should just experiment more and not be so scared of screwing things up... :P
I like the lighting in ns2_veil.. what's your workflow regarding lighting?
edit: i may have over exaggarated a bit, since recently the main focus has been on getting the map ready for testplay. lighting unfinished rooms which still lack detail is a bit tricky. :)
<!--quoteo(post=1917232:date=Mar 24 2012, 04:28 PM:name=Rudy.cz)--><div class='quotetop'>QUOTE (Rudy.cz @ Mar 24 2012, 04:28 PM) <a href="index.php?act=findpost&pid=1917232"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Definitely some visual quality development here. I especially love this one.
Nice!<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, Cafe is also my personal favorite in terms of lighting and the detail level is close to what I'm striving for the rest of the map.
<!--quoteo(post=1917278:date=Mar 24 2012, 07:52 PM:name=Evil_bOb1)--><div class='quotetop'>QUOTE (Evil_bOb1 @ Mar 24 2012, 07:52 PM) <a href="index.php?act=findpost&pid=1917278"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Real nice! I especially love the readyroom!<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks!
<!--quoteo(post=1917286:date=Mar 24 2012, 08:09 PM:name=paradoxum)--><div class='quotetop'>QUOTE (paradoxum @ Mar 24 2012, 08:09 PM) <a href="index.php?act=findpost&pid=1917286"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->this looks great, with such big, open spaces is it not going to be really hard for skulks though? marines will see them coming a mile away<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks! Your feedback has been noted.
Basically the hallways are similar in length to those in ns2_summit, so we are not that worried about this right now. Even then your comment is at least partially true and for this reason we'd rather leave more room for changes at this stage. Adding alcoves and other hiding spots for skulks etc. will be easier when there is more room to work with. As you can see most of the hallways are still only greyboxes and will be adjusted after we have performed some playtesting. The room sizes of the greyboxed rooms are only placeholders for now, adding props, walls, actual geometry and other detail to those hallways and rooms will naturally make them a bit tighter and provide cover for alien lifeforms.
<img src="http://plantdev.no-ip.org/images/plant/biodome_01-04-2012/ns2_plant_biodome_windows_02.jpg" border="0" class="linked-image" />
<img src="http://plantdev.no-ip.org/images/plant/biodome_01-04-2012/ns2_plant_biodome_windows_01.jpg" border="0" class="linked-image" />
<img src="http://plantdev.no-ip.org/images/plant/biodome_01-04-2012/ns2_plant_biodome_windows_03.jpg" border="0" class="linked-image" />
The frosted glass texture is created by WhoppaXXL. All of the windows which show the snowy landscape of the planet will be using this texture.
We also made a snow particle effect for outdoor areas, but it's currently disabled. Some of the parameters should be tweaked because it's currently causing an "too many particles" error...
Please also note the sophisticated use of "god rays". The overall setting looks much nicer in game. :)
edit: typos...
If I were you guys I'd try to get it wrapped up with a bow to see what people think of the gameplay. Plenty of time to worry about art, although the art is coming together don't get me wrong :)
Some specific crits: I think that the wall inside the dome is too dark. I get what's going on there, but it looks almost like a dev texture. If it looks ugly lit up, try to figure out ways around it with grates or supporting props. I like the smoothness of it, but the engine might not be ready to render surfaces like that (needs smoothing groups).
The purple is lovely, but the other lighting looks a bit timid. Bump up the brightness. For instance in that first shot, you've got those little red lights. I'm a big fan of those, actually, and I think the color is working super well. Bump up the brightness, and let them be a focal point of the room :D That may mean deleting a few of them, so it isn't too gaudy overall
The orange white, similarly, I really dig. But that violet against the back wall is a color too many. Remember 2-3 colors to a scene, and make them all strong and vibrant. You're really, really close to that. It's nice to see.
The interior of the room needs that light that would light up the inner dome. Really the solution is to have the purple be the outside-ish color and have it cast purple shadows on the floor of the orange-ish room. Those colors would be hard to sell in that manner, but then you might need to think about what each color is actually doing, and wether purple is the right color for the sky. Maybe it is in this case, but that's up to you.
Overall I think you're really doing a good job with this map and I'm really eager to see more rooms
If I were you guys I'd try to get it wrapped up with a bow to see what people think of the gameplay. Plenty of time to worry about art, although the art is coming together don't get me wrong :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Sure, we are currently trying to get it playable as soon as possible. Our aim is to get it playable in about 2 weeks. The first rounds of testing will be done with a smaller group of people in order to fix the most obvious flaws before releasing it to wider audience. The first revision of the layout is already fixed and all of the missing (mostly alien) rooms have been greyboxed. This update was just something I had been looking forward to implementing and now realized it's finally possible.
<!--quoteo(post=1920467:date=Apr 1 2012, 06:23 AM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Apr 1 2012, 06:23 AM) <a href="index.php?act=findpost&pid=1920467"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->[...]
Some specific crits: I think that the wall inside the dome is too dark. I get what's going on there, but it looks almost like a dev texture. If it looks ugly lit up, try to figure out ways around it with grates or supporting props. I like the smoothness of it, but the engine might not be ready to render surfaces like that (needs smoothing groups).<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually the dome is not using that many faces and the reason for the darkish lighting is just that, it would look rather ugly without smoothing groups... On the other hand I originally planned the surface of the dome dark to give it a more eerie look with the moon looming there and casting moon light.
<!--quoteo(post=1920467:date=Apr 1 2012, 06:23 AM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Apr 1 2012, 06:23 AM) <a href="index.php?act=findpost&pid=1920467"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The purple is lovely, but the other lighting looks a bit timid. Bump up the brightness. For instance in that first shot, you've got those little red lights. I'm a big fan of those, actually, and I think the color is working super well. Bump up the brightness, and let them be a focal point of the room :D That may mean deleting a few of them, so it isn't too gaudy overall
The orange white, similarly, I really dig. But that violet against the back wall is a color too many. Remember 2-3 colors to a scene, and make them all strong and vibrant. You're really, really close to that. It's nice to see.
The interior of the room needs that light that would light up the inner dome. Really the solution is to have the purple be the outside-ish color and have it cast purple shadows on the floor of the orange-ish room. Those colors would be hard to sell in that manner, but then you might need to think about what each color is actually doing, and wether purple is the right color for the sky. Maybe it is in this case, but that's up to you.
Overall I think you're really doing a good job with this map and I'm really eager to see more rooms<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for the critics. Actually the violet is meant to be temporary, because I originally had those plants there, but eventually considered it to be too much. I still have to think about the lighting and color scheme... I haven't really put that much though on it yet, just trying to light up the room without making it full bright.. I definately agree on the purple light which casts shadow. For now I think I'll be keeping that color, and try to find an "inside" color which works with it. The reddish orange is meant for "caution" lights & detail really and I'm trying to be careful about overusing it.
Edit: In response to some of the lighting responses - I'm personally a fan of some dark areas. To each his own I guess.
Just be sure that we can make out the textures and actually see what's going on in there.