Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
edited March 2012
Hehehe! Master of Geometry!
On the side trim of your pillars, like we see closeup on screen 2, at the point where it curves, are you using triangles or do you have a way of making the faces coplanar?
My logic tells me you're using triangles, and in that case I get it, but I see them as 4 sided polygons and my mind is blown!
/
A pic would make my question more understandable, these dudes:
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
It's arguable that this applied to the original as well, but I don't see anything in these shots that makes me think that it's a place. Compare to kungfusquirrel's own modern take on it from here: <a href="http://www.mapcore.org/viewtopic.php?f=57&t=16119" target="_blank">http://www.mapcore.org/viewtopic.php?f=57&t=16119</a>
It looks a lot more saturated, and there's a lot more going on. It's a decent idea to wait until you know if it plays well before making things a little more porous and lively, but you could at least increase the saturation of the lights for now.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1918426:date=Mar 26 2012, 11:29 PM:name=moultano)--><div class='quotetop'>QUOTE (moultano @ Mar 26 2012, 11:29 PM) <a href="index.php?act=findpost&pid=1918426"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's arguable that this applied to the original as well, but I don't see anything in these shots that makes me think that it's a place. Compare to kungfusquirrel's own modern take on it from here: <a href="http://www.mapcore.org/viewtopic.php?f=57&t=16119" target="_blank">http://www.mapcore.org/viewtopic.php?f=57&t=16119</a>
It looks a lot more saturated, and there's a lot more going on. It's a decent idea to wait until you know if it plays well before making things a little more porous and lively, but you could at least increase the saturation of the lights for now.
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
Really nice work!
Moultano, I recall Remedy saying that he was leaving the detailing until it's more thoroughly tested. So I'm assuming that all that sense-of-place stuff is planned.
@ Evil bOb1: Yes they are quadrangles, really the tip to trims is to stay in scale with the line tool lengths (1,2,4,8,16... and so on) and the rotation values (2,5,22.5,45°) use the circle tool also and work off that.
@ moultano: That screen sure is an interesting rendition of keyhole there moultano and yes I will be adding props and further character to the map. Though at this point I've got enough time being consumed by the geometry so as for everything else it is going to be quite basic for a while. I'm aware of new prop sets being made for upcoming official, maps hopefully when they are closer to releasing them to the public I'll be able to use them in my map to bedazzle it. For the few clean props available at this point they are very vanilla in use over official and custom maps i feel so that's a no go :)
@ BuzterOne: Once I've finished Access alpha and horseshoe I'll put out a new beta version :)
Hey everyone here are 3 new screens on Access Alpha. I've got to finish the last half of this section then it's onto Horseshoe then a new public update!
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited March 2012
Looking great as always, but I do think the somewhat dirty floor texture unfortunately doesn't fit with the clean style of the rest of the hallway/map. Maybe there is a texture fitting better somewhere...
<!--quoteo(post=1919713:date=Mar 30 2012, 01:00 PM:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi @ Mar 30 2012, 01:00 PM) <a href="index.php?act=findpost&pid=1919713"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looking great as always, but I do think the somewhat dirty floor texture unfortunately doesn't fit with the clean style of the rest of the hallway/map. Maybe there is a texture fitting better somewhere...<!--QuoteEnd--></div><!--QuoteEEnd--> I feel it gives a nice contrast between the walk-way and walls. You'd expect the walk-way to be dirtier since people are constantly treding in dirty and scuffing the floor, whereas the walls, not so much...
The only thing I worry about is that the current "sleek and clean" feel will be lost if Remedy starts adding props in to get that "lived in" feeling. Don't do it! This map looks so much better than all the other maps BECAUSE it's so sleek. It feels like it's not even trying to be good looking it just *is*.
Clean is a lot harder to do that dirty. My eclipse map was no where near this level of beauty. (This is why I stopped working on it.) You sir are truly skilled when it comes to placement and texturing. Can you do a screencast of you working? I would love to see how some of these great scenes come together.
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
<!--quoteo(post=1919683:date=Mar 30 2012, 06:40 AM:name=Remedy)--><div class='quotetop'>QUOTE (Remedy @ Mar 30 2012, 06:40 AM) <a href="index.php?act=findpost&pid=1919683"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey everyone here are 3 new screens on Access Alpha. I've got to finish the last half of this section then it's onto Horseshoe then a new public update!
Looking fantastic as always Remedy, I stand by my statement in that you are a genius when it comes to brushwork, I love how you barely use props, if any.
Fantastic lighting, stylish and inventive brushwork, but like everyone said that floor texture overall doesn't seem to quite fit the Eclipse look, the yellow lighting along that texture seems out of place as well maybe just me, perhaps try and swapping it out for the aforementioned texture instead.
This is just an update so that some of us aussie people can play something else than summit and yes ill fix the vent being blocked under access alpha :)
Remedy, your brushwork and texturing si absolutely brilliant! I do really like your clean style (its very true to original Eclipse). At first look seems simple, but all those rouded details indicate, that you've spent massive amount of time on each square inch of this map. I think more props will ruin beauty of this.
And also apart of the others, I like your floor texture in that slope junction. I think that suggested vertical one is too visually strong and will break visual harmony of that location.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited April 2012
Hey Remedy, can you please update to v03 on duplexgaming? I'm sure people on ENSL would enjoy a new version as well :) Also, congrats on the 300+ downloads ;)
Comments
On the side trim of your pillars, like we see closeup on screen 2, at the point where it curves, are you using triangles or do you have a way of making the faces coplanar?
My logic tells me you're using triangles, and in that case I get it, but I see them as 4 sided polygons and my mind is blown!
/
A pic would make my question more understandable, these dudes:
<img src="http://dl.dropbox.com/u/42877240/mog.jpg" border="0" class="linked-image" />
/
Though, thinking about it, if the outside lines are parallel, and you move that piece out, they would create a proper plane...
Cannot wait for release.
It looks a lot more saturated, and there's a lot more going on. It's a decent idea to wait until you know if it plays well before making things a little more porous and lively, but you could at least increase the saturation of the lights for now.
<img src="http://i.imgur.com/yQH9H.jpg" border="0" class="linked-image" />
It looks a lot more saturated, and there's a lot more going on. It's a decent idea to wait until you know if it plays well before making things a little more porous and lively, but you could at least increase the saturation of the lights for now.
<img src="http://i.imgur.com/yQH9H.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Boy I haven't seen that shot in a while. It's really something.
+1
Moultano, I recall Remedy saying that he was leaving the detailing until it's more thoroughly tested. So I'm assuming that all that sense-of-place stuff is planned.
Cant wait to play it when its done :)
@ moultano: That screen sure is an interesting rendition of keyhole there moultano and yes I will be adding props and further character to the map. Though at this point I've got enough time being consumed by the geometry so as for everything else it is going to be quite basic for a while. I'm aware of new prop sets being made for upcoming official, maps hopefully when they are closer to releasing them to the public I'll be able to use them in my map to bedazzle it. For the few clean props available at this point they are very vanilla in use over official and custom maps i feel so that's a no go :)
@ BuzterOne: Once I've finished Access alpha and horseshoe I'll put out a new beta version :)
<img src="http://img513.imageshack.us/img513/2832/2012033000001.jpg" border="0" class="linked-image" />
<img src="http://img833.imageshack.us/img833/1385/2012033000002.jpg" border="0" class="linked-image" />
<img src="http://img141.imageshack.us/img141/1473/2012033000003.jpg" border="0" class="linked-image" />
I feel it gives a nice contrast between the walk-way and walls. You'd expect the walk-way to be dirtier since people are constantly treding in dirty and scuffing the floor, whereas the walls, not so much...
The only thing I worry about is that the current "sleek and clean" feel will be lost if Remedy starts adding props in to get that "lived in" feeling. Don't do it! This map looks so much better than all the other maps BECAUSE it's so sleek. It feels like it's not even trying to be good looking it just *is*.
Based on the original, you could try it out with refinery_floor_07 in between those two trims. You might want to scale it down a bit though.
<img src="http://i.imgur.com/RJwmM.jpg" border="0" class="linked-image" />
<img src="http://img513.imageshack.us/img513/2832/2012033000001.jpg" border="0" class="linked-image" />
<img src="http://img833.imageshack.us/img833/1385/2012033000002.jpg" border="0" class="linked-image" />
<img src="http://img141.imageshack.us/img141/1473/2012033000003.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
just blew nostalgia all over my keyboard..
Based on the original, you could try it out with refinery_floor_07 in between those two trims. You might want to scale it down a bit though.
<img src="http://i.imgur.com/RJwmM.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
definately go for this. I love your screenie but that floor texture doesn't suit IMO. Not "eclipsie" enough :P
Though I'd have to agree with the others; swap out that floor.
This map may become one of my favourites once its finished. Love the clean style.
Fantastic lighting, stylish and inventive brushwork, but like everyone said that floor texture overall doesn't seem to quite fit the Eclipse look, the yellow lighting along that texture seems out of place as well maybe just me, perhaps try and swapping it out for the aforementioned texture instead.
<a href="http://dl.dropbox.com/u/6744336/ns2.zip" target="_blank">http://dl.dropbox.com/u/6744336/ns2.zip</a>
And also apart of the others, I like your floor texture in that slope junction. I think that suggested vertical one is too visually strong and will break visual harmony of that location.
Excelent work and very inspiring for me. Thanks.
I'm sure people on ENSL would enjoy a new version as well :)
Also, congrats on the 300+ downloads ;)
Download version04 from Duplex Gaming UK and extract the 'maps' folder into /naturalselection2/ns2 and enjoy :)
<a href="http://www.duplexgaming.co.uk/downloads/index.php?id=66" target="_blank">http://www.duplexgaming.co.uk/downloads/index.php?id=66</a>