NS2 maps always look so nice even though they don't have a professional behind them. I have never seen a bad looking NS2 map. What is it about the game that makes every map so pretty?
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
Good question, to which I think there is no real answer.
I believe the engine's lighting, combined with the distinctive art theme found in the textures and props has something to do with it. Also the fact that the team is small and each part is closely working with the others.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
edited April 2012
<!--quoteo(post=1920634:date=Apr 1 2012, 03:09 PM:name=Raneman)--><div class='quotetop'>QUOTE (Raneman @ Apr 1 2012, 03:09 PM) <a href="index.php?act=findpost&pid=1920634"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS2 maps always look so nice even though they don't have a professional behind them. I have never seen a bad looking NS2 map. What is it about the game that makes every map so pretty?<!--QuoteEnd--></div><!--QuoteEEnd-->
Well if you notice in every thread I end up repeating myself a little bit to summarize some of the major things that work well for the official maps.
-A limited texture "set" of only a few textures or color tone or style tone (clean/gritty) repeated many times that matches the theme of the area -2-3 Light colors at the most per area and very few dark spots in any area -Bold, bright lighting that flows naturally from the light sources and has brightness that makes sense from the light sources. -Coherent and complimentary lighting and texturing.
Until more custom mappers start adapting these basic "rules" you won't see many custom maps that approach official quality.
<!--quoteo(post=1920679:date=Apr 1 2012, 03:32 PM:name=Obraxis)--><div class='quotetop'>QUOTE (Obraxis @ Apr 1 2012, 03:32 PM) <a href="index.php?act=findpost&pid=1920679"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually, the official maps for NS2 are made by professionals. They get paid for their work.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1920679:date=Apr 1 2012, 09:32 PM:name=Obraxis)--><div class='quotetop'>QUOTE (Obraxis @ Apr 1 2012, 09:32 PM) <a href="index.php?act=findpost&pid=1920679"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually, the official maps for NS2 are made by professionals. They get paid for their work.<!--QuoteEnd--></div><!--QuoteEEnd-->
Wow, that must be so sweet. Be able to work on ns2_Hulk 16 hours everyday, don't have to worry about thesis, graduation and future job... ok back, to reality...
Comments
I believe the engine's lighting, combined with the distinctive art theme found in the textures and props has something to do with it. Also the fact that the team is small and each part is closely working with the others.
Well if you notice in every thread I end up repeating myself a little bit to summarize some of the major things that work well for the official maps.
-A limited texture "set" of only a few textures or color tone or style tone (clean/gritty) repeated many times that matches the theme of the area
-2-3 Light colors at the most per area and very few dark spots in any area
-Bold, bright lighting that flows naturally from the light sources and has brightness that makes sense from the light sources.
-Coherent and complimentary lighting and texturing.
Until more custom mappers start adapting these basic "rules" you won't see many custom maps that approach official quality.
Oh really? Interesting.
Wow, that must be so sweet. Be able to work on ns2_Hulk 16 hours everyday, don't have to worry about thesis, graduation and future job... ok back, to reality...