fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
edited August 2011
Looks nice, but I recommend opening it up significantly, those shots feel a little cramped. I see some windows, but they are corridorish. Vents, grates, take advantage of the fact that there are an abundance of little tricks to create depth at your disposal. Anything to keep the corridor feel from leaking into rooms as well. After all, there is good cramped, and there is an unaesthetic and artifical "gamey" cramped, which is what I strive to avoid
The little grooves inbetween the areas of the wall make for an excellent opportunity to use windows or grates, to just use a flat wall texture is a bit of a wasted opportunity imho.
Windows to nowhere are a definitely viable option, they are pretty aesthetic in-game as well, as the glass model brights up rooms fast, and broken glass adds instant life to a scene. Portal and its sequel use the window to nowhere effect very well
What I've shown so far is mainly the smaller routes of the map which are maintenance areas that are supposed to be uninviting for the onos. This room is intended to be cramped as going down the ramp to and past the power-node is supposed to be close quarters to neglect turret spam. This is because the middle plateau area is rather generous in space and is more than an effective vantage point to shoot from and place a turret or two.
I know it is lacking depth, but there is no point adding in skybox/exterior details when the map needs to firstly be completed from a game-play/theme perspective. Trust me I've got all the ideas in my head, but I won't go to overboard on details if I have to make changes later to adjust the flow of the map. It just means more unnecessary work to be honest.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
edited August 2011
<!--quoteo(post=1867186:date=Aug 7 2011, 10:55 AM:name=Remedy)--><div class='quotetop'>QUOTE (Remedy @ Aug 7 2011, 10:55 AM) <a href="index.php?act=findpost&pid=1867186"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What I've shown so far is mainly the smaller routes of the map which are maintenance areas that are supposed to be uninviting for the onos. This room is intended to be cramped as going down the ramp to and past the power-node is supposed to be close quarters to neglect turret spam. This is because the middle plateau area is rather generous in space and is more than an effective vantage point to shoot from and place a turret or two.
I know it is lacking depth, but there is no point adding in skybox/exterior details when the map needs to firstly be completed from a game-play/theme perspective. Trust me I've got all the ideas in my head, but I won't go to overboard on details if I have to make changes later to adjust the flow of the map. It just means more unnecessary work to be honest.
Glad you care though!<!--QuoteEnd--></div><!--QuoteEEnd-->
As long as you're considering it. But I do doubt you'll be reworking much, with such complicated geometry
Thats Deux Ex: Human Revolution concept art right? At least from the looks of it (compared to how things looked in the leak), it is. Hadn't even considered that one for inspiration but i guess that one would do really nicely as reference.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1867245:date=Aug 7 2011, 04:57 PM:name=Dragon-Guard)--><div class='quotetop'>QUOTE (Dragon-Guard @ Aug 7 2011, 04:57 PM) <a href="index.php?act=findpost&pid=1867245"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thats Deux Ex: Human Revolution concept art right? At least from the looks of it (compared to how things looked in the leak), it is. Hadn't even considered that one for inspiration but i guess that one would do really nicely as reference.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hello everyone! I've been preoccupied lately and so I have been depriving you of some screenshots, but I have been working on and off on some changes on the map.
Here is a slightly changed layout with the addition of one more resource point. As I wanted this map to have both teams starting areas closer for attack I was hoping this will make players divide their numbers and not be to quick to move to the 2nd tech points. Reason being that controlling the oval section will force the enemy to defend their starting base and will give whoever controlling the oval the direct route to control the middle tech point and another RT.
Also for those who have seen the walkway bellow I was thinking of placing this on both bends (on layout) leading to the resource point at the end of the oval section. If you look bellow I liked the open feel (which I'm thinking of making even larger) as I want the oval section to be generously open for full scale combat.
Though I still have a nudge towards using this at the double resource unless I think of something better to use there.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
edited September 2011
Very nice and very classy. It's a toss up for me though between being pleasantly simple and maybe wanting some more small lights. That could potentially ruin the minimalism, however. So it's really not an easy call.
The last few weeks I've been doing some rework on the marine start reason being it felt to corridor like. So this the new marine start which so far I am pleased that it looks and feels like a functional airlock. This is %75 done I'll upload some more shots once I've finished the rest.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1872671:date=Sep 2 2011, 03:24 AM:name=McGlaspie)--><div class='quotetop'>QUOTE (McGlaspie @ Sep 2 2011, 03:24 AM) <a href="index.php?act=findpost&pid=1872671"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Damn Remedy, you've got to be killing yourself with all that brush work. Very impressive, can't wait to play test this!<!--QuoteEnd--></div><!--QuoteEEnd-->
Totally. It's completely inspiring, but I'm glad those aren't my little fingers suffering :p
what can I say, simply AMAZING I really love the work you have done you really got an eye for detail, the level looks so alive like it has its own personality.
It reminds me of levels from that futuristic racing game which has been around since PS1. You just want to fly through it admiring all the aerodynamic curves.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited September 2011
Good god man, how can you stand messing with the texture tool like that to make it look smooth and stuff. My head usually explodes when just looking at the damn tool and the frustrations it brings along... Also this was a positive post at your work, good stuff!
<!--quoteo(post=1865080:date=Jul 31 2011, 01:38 AM:name=Remedy)--><div class='quotetop'>QUOTE (Remedy @ Jul 31 2011, 01:38 AM) <a href="index.php?act=findpost&pid=1865080"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here is more of the server bay I'll post a bigger bunch of screens hopefully sometime next month.
Thanks for the comments guys! Once again I am pleased to see people are just as excited to play this map as I am. I might just quickly whack some simple brush geometry up to get the layout down for testing the game-play, as I am not eager on moving anything I build as the textures will muck up. It took me one whole hour to align the textures on the walkway window brackets.
<!--quoteo(post=1872687:date=Sep 2 2011, 07:53 PM:name=subshadow)--><div class='quotetop'>QUOTE (subshadow @ Sep 2 2011, 07:53 PM) <a href="index.php?act=findpost&pid=1872687"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does this beauty have a name worthy to the architecture?<!--QuoteEnd--></div><!--QuoteEEnd--> Well so far for names I've mentioned 'Vagabond' and Scotty suggested 'Intrepid' though I am curious to hear what people think of calling this map.
Also for the Middle tech point it will have the spiral reactors which I've decided to be the "Gravity Core" of the station complex as the map will be only a small section of the complex. So this map will be based around the 'artificial gravity reactors' and the functioning sub-systems around it (other tech/res points). ^^^ <b>Summarize that into a map name?</b> ^^^
<!--quoteo(post=1872659:date=Sep 2 2011, 04:02 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Sep 2 2011, 04:02 PM) <a href="index.php?act=findpost&pid=1872659"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Really impressive work, Remedy. Loving the style so far, and glad to see you are still working on this map.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd--> Stoked to hear this! Every new patch I first check the editor for new props and textures that you fellas at UWE have been working hard on. Looking forward to playing more official maps when they are released to. Caution Aussie jargon ;)
Since you have so much curved architecture in your map... and when you mentioned the "spiral" reactors I thought of the word wreathe. To coil, or curl.
Since you have so much curved architecture in your map... and when you mentioned the "spiral" reactors I thought of the word wreathe. To coil, or curl.
ns2_inflect<!--QuoteEnd--></div><!--QuoteEEnd-->
I like these names.
<!--quoteo(post=1872857:date=Sep 3 2011, 04:07 AM:name=Remedy)--><div class='quotetop'>QUOTE (Remedy @ Sep 3 2011, 04:07 AM) <a href="index.php?act=findpost&pid=1872857"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for the comments guys! Once again I am pleased to see people are just as excited to play this map as I am. I might just quickly whack some simple brush geometry up to get the layout down for testing the game-play, as I am not eager on moving anything I build as the textures will muck up. It took me one whole hour to align the textures on the walkway window brackets.<!--QuoteEnd--></div><!--QuoteEEnd-->
I very much support this idea. I think you're right in everything you said.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited September 2011
How about ns2_Icarus?
Since your map is a space station, and has quite a lot of allusions to flying (upward curvatures, symmetrical winged layout, and hanging servers). The servers even look like an upside down maze. :D
Comments
For instance here:
<img src="http://img14.imageshack.us/img14/8827/2011080700002.jpg" border="0" class="linked-image" />
The little grooves inbetween the areas of the wall make for an excellent opportunity to use windows or grates, to just use a flat wall texture is a bit of a wasted opportunity imho.
<img src="http://nostalgeek.files.wordpress.com/2008/11/01775296.jpg" border="0" class="linked-image" />
<img src="http://i.geeksailor.com/wp-content/uploads/2009/07/NeoTokyo-Mod-for-Half-Life-2.jpg" border="0" class="linked-image" />
Windows to nowhere are a definitely viable option, they are pretty aesthetic in-game as well, as the glass model brights up rooms fast, and broken glass adds instant life to a scene. Portal and its sequel use the window to nowhere effect very well
This room is intended to be cramped as going down the ramp to and past the power-node is supposed to be close quarters to neglect turret spam. This is because the middle
plateau area is rather generous in space and is more than an effective vantage point to shoot from and place a turret or two.
I know it is lacking depth, but there is no point adding in skybox/exterior details when the map needs to firstly be completed from a game-play/theme perspective.
Trust me I've got all the ideas in my head, but I won't go to overboard on details if I have to make changes later to adjust the flow of the map. It just means more unnecessary work to be honest.
Glad you care though!
This room is intended to be cramped as going down the ramp to and past the power-node is supposed to be close quarters to neglect turret spam. This is because the middle
plateau area is rather generous in space and is more than an effective vantage point to shoot from and place a turret or two.
I know it is lacking depth, but there is no point adding in skybox/exterior details when the map needs to firstly be completed from a game-play/theme perspective.
Trust me I've got all the ideas in my head, but I won't go to overboard on details if I have to make changes later to adjust the flow of the map. It just means more unnecessary work to be honest.
Glad you care though!<!--QuoteEnd--></div><!--QuoteEEnd-->
As long as you're considering it. But I do doubt you'll be reworking much, with such complicated geometry
Thats Deux Ex: Human Revolution concept art right?
At least from the looks of it (compared to how things looked in the leak), it is.
Hadn't even considered that one for inspiration but i guess that one would do really nicely as reference.
At least from the looks of it (compared to how things looked in the leak), it is.
Hadn't even considered that one for inspiration but i guess that one would do really nicely as reference.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah. Inspiration comes in all shapes and sizes
Goddammit man they are wonderful!
Here is a slightly changed layout with the addition of one more resource point. As I wanted this map to have both teams starting areas closer for attack I was hoping this will make players divide their numbers and not be to quick to move to the 2nd tech points. Reason being that controlling the oval section will force the enemy to defend their starting base and will give whoever controlling the oval the direct route to control the middle tech point and another RT.
<a href="http://imageshack.us/photo/my-images/839/layoutvc.png/" target="_blank"><img src="http://img839.imageshack.us/img839/4774/layoutvc.png" border="0" class="linked-image" /></a>
Also for those who have seen the walkway bellow I was thinking of placing this on both bends (on layout) leading to the resource point at the end of the oval section.
If you look bellow I liked the open feel (which I'm thinking of making even larger) as I want the oval section to be generously open for full scale combat.
Though I still have a nudge towards using this at the double resource unless I think of something better to use there.
<a href="http://imageshack.us/photo/my-images/834/2011061800004.jpg/" target="_blank"><img src="http://img834.imageshack.us/img834/4057/2011061800004.jpg" border="0" class="linked-image" /></a>
<a href="http://imageshack.us/photo/my-images/41/2011090100001.jpg/" target="_blank"><img src="http://img41.imageshack.us/img41/9139/2011090100001.jpg" border="0" class="linked-image" /></a>
Solid!
So this the new marine start which so far I am pleased that it looks and feels like a functional airlock.
This is %75 done I'll upload some more shots once I've finished the rest.
<img src="http://img600.imageshack.us/img600/4056/2011090200002.jpg" border="0" class="linked-image" />
<img src="http://img546.imageshack.us/img546/9093/2011090200001.jpg" border="0" class="linked-image" />
--Cory
Totally. It's completely inspiring, but I'm glad those aren't my little fingers suffering :p
<a href="http://imageshack.us/photo/my-images/830/2011073100001.jpg/" target="_blank"><img src="http://img830.imageshack.us/img830/5188/2011073100001.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
clean, smooth, framerate efficient, and aesthetically pleasing
I might just quickly whack some simple brush geometry up to get the layout down for testing the game-play,
as I am not eager on moving anything I build as the textures will muck up.
It took me one whole hour to align the textures on the walkway window brackets.
<!--quoteo(post=1872687:date=Sep 2 2011, 07:53 PM:name=subshadow)--><div class='quotetop'>QUOTE (subshadow @ Sep 2 2011, 07:53 PM) <a href="index.php?act=findpost&pid=1872687"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does this beauty have a name worthy to the architecture?<!--QuoteEnd--></div><!--QuoteEEnd-->
Well so far for names I've mentioned 'Vagabond' and Scotty suggested 'Intrepid' though I am curious to hear
what people think of calling this map.
Also for the Middle tech point it will have the spiral reactors which I've decided to be the "Gravity Core" of
the station complex as the map will be only a small section of the complex. So this map will be based around
the 'artificial gravity reactors' and the functioning sub-systems around it (other tech/res points).
^^^ <b>Summarize that into a map name?</b> ^^^
<!--quoteo(post=1872659:date=Sep 2 2011, 04:02 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Sep 2 2011, 04:02 PM) <a href="index.php?act=findpost&pid=1872659"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Really impressive work, Remedy. Loving the style so far, and glad to see you are still working on this map.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Stoked to hear this! Every new patch I first check the editor for new props and textures that you fellas at UWE have
been working hard on. Looking forward to playing more official maps when they are released to. Caution Aussie jargon ;)
Since you have so much curved architecture in your map... and when you mentioned the "spiral" reactors I thought of the word wreathe. To coil, or curl.
ns2_inflect
Since you have so much curved architecture in your map... and when you mentioned the "spiral" reactors I thought of the word wreathe. To coil, or curl.
ns2_inflect<!--QuoteEnd--></div><!--QuoteEEnd-->
I like these names.
<!--quoteo(post=1872857:date=Sep 3 2011, 04:07 AM:name=Remedy)--><div class='quotetop'>QUOTE (Remedy @ Sep 3 2011, 04:07 AM) <a href="index.php?act=findpost&pid=1872857"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for the comments guys! Once again I am pleased to see people are just as excited to play this map as I am.
I might just quickly whack some simple brush geometry up to get the layout down for testing the game-play,
as I am not eager on moving anything I build as the textures will muck up.
It took me one whole hour to align the textures on the walkway window brackets.<!--QuoteEnd--></div><!--QuoteEEnd-->
I very much support this idea. I think you're right in everything you said.
Smart folks around here.
Hey Remedy, i love what i see so far. it makes me pretty jealous (-:
can we get an screenshot out of the editor, so we can see how you did some curves and how you split some faces up to align the textures?
i would appreciate that :)
keep up the work! We need maps like this!
Since your map is a space station, and has quite a lot of allusions to flying (upward curvatures, symmetrical winged layout, and hanging servers). The servers even look like an upside down maze. :D
But others that just come to mind at the moment, mostly off the top of my head:
pylon
lode
column