Even though I played entirely too much NS1, I stopped playing so long ago that I can't recall the layout of maps. When Remedy started talking about eclipse I didn't even recognise the name. It took about 20 minutes of running around in veil before it started to feel familiar again. And although I can't recall the layout for hera, the name is absolutely etched into my brain. That memory resides in a very special department of my brain reserved for stuff of win and awesome. I'm actually glad you haven't posted any pictures of the layout because I'd probably unspool.
I am so looking forward to seeing this map, you can't even imagine.
<!--quoteo(post=1969321:date=Aug 31 2012, 03:31 PM:name=FunkyFungus)--><div class='quotetop'>QUOTE (FunkyFungus @ Aug 31 2012, 03:31 PM) <a href="index.php?act=findpost&pid=1969321"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->layout will change but there must be a bad ass holoroom :P<!--QuoteEnd--></div><!--QuoteEEnd-->
The layout as it sits wouldn't suit NS2's gameplay but some of the more landmark rooms like Holoroom, Reception and the hives in general are going to be the same, some of them will likely get large changes while others will just get the HD makeover with a few additions.
Well I've finally gotten back to mapping, had a few personal problems recently that has prevented me from even opening up the editor but finally got around to settling on the theme.
I'll have reception and marine spawn completed by the end of next week and hopefully be releasing the first version on steam-works.
Anyway here's the finalized look and style after going through multiple versions, I wont be spending any more time working out the look and the theme.
I like it. Not sure what exactly you are shooting for but personally the first version reminded me of Doom, the second Mirrors edge and this one Deus Ex human revolution.
I do really like the overall style you got going on, very nice brush and texture work.
(this might be a personal thing of mine but in the last version it feels like the light part from the lamps themselves aren't bright enough for the amount of might they cast on the surroundings)
<!--quoteo(post=1969887:date=Sep 2 2012, 02:19 AM:name=Dragon-Guard)--><div class='quotetop'>QUOTE (Dragon-Guard @ Sep 2 2012, 02:19 AM) <a href="index.php?act=findpost&pid=1969887"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like it. Not sure what exactly you are shooting for but personally the first version reminded me of Doom, the second Mirrors edge and this one Deus Ex human revolution.
I do really like the overall style you got going on, very nice brush and texture work.
(this might be a personal thing of mine but in the last version it feels like the light part from the lamps themselves aren't bright enough for the amount of might they cast on the surroundings)<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I know, I was talking with Merkaba the original creator of Hera and he got me the rgb values of the original lighting and we both agreed that the lighting this way represented Hera far better than having it entirely look too much like doom or mirrors edge?
I had recently gone through a really bad time and had stopped building the map entirely, but after picking up the editor again over the weekend and fiddling about it with it trying different themes, lighting e.t.c and with each one I would eventually start to really hate it or that it didn't give me the sense that I was remaking Hera, I, personally, think that the only way that I can give it the 'Hera' look while still redesigning it is with the original lighting, along with the 45' angled geometry in reception e.t.c., little things like that.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
edited September 2012
I also like it. I think it's still a tad generic, but that's okay, it'll improve in time. It's definitely a solid enough start to build on.
My main suggestion would be really limit the colors in the scene. Far, far, less blue/red/yellow via posters. The orange and green contrast should be the focus, it's what can make the scene more unique. I would also saturate the orange more.
Looks a bit dirtier/sicklier with the new color(which is good). I prefer less clean/less specular look(less doom 3).
The colour of the lights is probably correct as far as copying from hera, but the textures are way off. The wall lab set was somewhere between pink and skin coloured.
Hera had this memorable grid texture on ceiling across much of the map.
Most of these remakes ignore the textures, which are a key part of the look at feel of a map. Getting that right should be a key part of a remake as well. Dying textures orange-pinkish like the wall lab set will take more memory than using stock textures, but it's probably worth it and it doesn't require much effort.
Those rounded corners look kind of bad flatshaded. Could you pick a more grungy or vertically striped texture for those to hide the flatshading or would that look odd?
I like the posters. But i don't really like the blue screens in the scene. Maybe orange or green screens would fit better. Other than that, great work.
Sorry for lack of updates as of late, I am working on Hera and I have taken what people have said into account and hopefully get an update out for everyone by the end of this week.
Wow I hadn't actually seen this but just wanted to give this a big +1. Hera was definitely one of my favourite NS maps, so I'm really excited about this rework :) Keep up the great work!
I just hope everyone realises that this isn't a remake as opposed to a re-imagining of the original map with some aspects of the original still there. It wont be like the Eclipse / Veil remakes that was almost true to the original creations.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1989011:date=Oct 10 2012, 10:15 AM:name=Janos)--><div class='quotetop'>QUOTE (Janos @ Oct 10 2012, 10:15 AM) <a href="index.php?act=findpost&pid=1989011"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just hope everyone realises that this isn't a remake as opposed to a re-imagining of the original map with some aspects of the original still there. It wont be like the Eclipse / Veil remakes that was almost true to the original creations.<!--QuoteEnd--></div><!--QuoteEEnd-->
that is a good thing, those maps have some serious issues if the marine comm / team knows what they are doing they can't lose.
Been a while since my last update for personal reasons as well as other problems that cropped up.
I've had the fantastic pleasure of being able to snag Alibi and his considerable talent to help with building Hera and since bringing him on-board we have made some significant changes to the layout and overall look, I personally think for the better but anyway I hope you guys like it.
It's all still very much open to small changes here and there but for the most part it's been finalized and we are moving on to completing the MS and reception. Just wanted to finally get an update out so everyone knows we are still working on this and hope to get updates out a little more frequent in the future.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
Praise the sun! this is simply beautiful. Absolutely love the style.
I've never thought about it, but now that its happened its so obvious that you two make a kick ass team.
I hope that when you are both done with hera you might consider finishing alibi's amazing map :) So that the community will get two amazing maps out of this, twice as fast :)
JektJoin Date: 2012-02-05Member: 143714Members, Squad Five Blue, Reinforced - Shadow
edited October 2012
Looks amazing.
Although that same cargo container prop littering maps is really starting to irk me, more interesting and diverse geometry that can be taken advantage of is far more interesting than a cargo container. In that area it isn't necessary especially, there's already plenty of ambush friendly geometry all around the tech point. It's probably the identical cargo prop in every map that's annoying me I suppose, as long as it's not in every second room like in some other maps. Great work.
Although that same cargo container prop littering maps is really starting to irk me, more interesting and diverse geometry that can be taken advantage of is far more interesting than a cargo container. In that area it isn't necessary especially, there's already plenty of ambush friendly geometry all around the tech point. It's probably the identical cargo prop in every map that's annoying me I suppose, as long as it's not in every second room like in some other maps. Great work.<!--QuoteEnd--></div><!--QuoteEEnd-->
Tech Point? You mean Res Node. There is only a res node outside on the Hera landing pad....
I have to agree on the cargo container though, hopefully more props will be added very soon with the new maps in development.
Comments
I am so looking forward to seeing this map, you can't even imagine.
The layout as it sits wouldn't suit NS2's gameplay but some of the more landmark rooms like Holoroom, Reception and the hives in general are going to be the same, some of them will likely get large changes while others will just get the HD makeover with a few additions.
I'll have reception and marine spawn completed by the end of next week and hopefully be releasing the first version on steam-works.
Anyway here's the finalized look and style after going through multiple versions, I wont be spending any more time working out the look and the theme.
<img src="http://img703.imageshack.us/img703/2301/nsheracorridor.jpg" border="0" class="linked-image" />
(Managed to get the original rgb values from Merkaba)
Not sure what exactly you are shooting for but personally the first version reminded me of Doom, the second Mirrors edge and this one Deus Ex human revolution.
I do really like the overall style you got going on, very nice brush and texture work.
(this might be a personal thing of mine but in the last version it feels like the light part from the lamps themselves aren't bright enough for the amount of might they cast on the surroundings)
Not sure what exactly you are shooting for but personally the first version reminded me of Doom, the second Mirrors edge and this one Deus Ex human revolution.
I do really like the overall style you got going on, very nice brush and texture work.
(this might be a personal thing of mine but in the last version it feels like the light part from the lamps themselves aren't bright enough for the amount of might they cast on the surroundings)<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I know, I was talking with Merkaba the original creator of Hera and he got me the rgb values of the original lighting and we both agreed that the lighting this way represented Hera far better than having it entirely look too much like doom or mirrors edge?
I had recently gone through a really bad time and had stopped building the map entirely, but after picking up the editor again over the weekend and fiddling about it with it trying different themes, lighting e.t.c and with each one I would eventually start to really hate it or that it didn't give me the sense that I was remaking Hera, I, personally, think that the only way that I can give it the 'Hera' look while still redesigning it is with the original lighting, along with the 45' angled geometry in reception e.t.c., little things like that.
My main suggestion would be really limit the colors in the scene. Far, far, less blue/red/yellow via posters. The orange and green contrast should be the focus, it's what can make the scene more unique. I would also saturate the orange more.
I think I may have preferred the cool blue but I guess there aren't many green coloured maps yet so certainly an easy way to be unique.
The colour of the lights is probably correct as far as copying from hera, but the textures are way off. The wall lab set was somewhere between pink and skin coloured.
Hera had this memorable grid texture on ceiling across much of the map.
Most of these remakes ignore the textures, which are a key part of the look at feel of a map. Getting that right should be a key part of a remake as well. Dying textures orange-pinkish like the wall lab set will take more memory than using stock textures, but it's probably worth it and it doesn't require much effort.
Those rounded corners look kind of bad flatshaded. Could you pick a more grungy or vertically striped texture for those to hide the flatshading or would that look odd?
and i'll also second fmpones advice on limiting the lighting/colour scheme re: posters and what not.
+1
Keep up the great work!
that is a good thing, those maps have some serious issues if the marine comm / team knows what they are doing they can't lose.
Been a while since my last update for personal reasons as well as other problems that cropped up.
I've had the fantastic pleasure of being able to snag Alibi and his considerable talent to help with building Hera and since bringing him on-board we have made some significant changes to the layout and overall look, I personally think for the better but anyway I hope you guys like it.
<img src="http://imageshack.us/a/img404/6986/herastation2.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img252/1889/herastation3.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img203/9749/herastation4.jpg" border="0" class="linked-image" />
It's all still very much open to small changes here and there but for the most part it's been finalized and we are moving on to completing the MS and reception. Just wanted to finally get an update out so everyone knows we are still working on this and hope to get updates out a little more frequent in the future.
I love Hera so I feel very privileged to help bring this back to life!
I've never thought about it, but now that its happened its so obvious that you two make a kick ass team.
I hope that when you are both done with hera you might consider finishing alibi's amazing map :) So that the community will get two amazing maps out of this, twice as fast :)
Although that same cargo container prop littering maps is really starting to irk me, more interesting and diverse geometry that can be taken advantage of is far more interesting than a cargo container. In that area it isn't necessary especially, there's already plenty of ambush friendly geometry all around the tech point. It's probably the identical cargo prop in every map that's annoying me I suppose, as long as it's not in every second room like in some other maps. Great work.
Although that same cargo container prop littering maps is really starting to irk me, more interesting and diverse geometry that can be taken advantage of is far more interesting than a cargo container. In that area it isn't necessary especially, there's already plenty of ambush friendly geometry all around the tech point. It's probably the identical cargo prop in every map that's annoying me I suppose, as long as it's not in every second room like in some other maps. Great work.<!--QuoteEnd--></div><!--QuoteEEnd-->
Tech Point? You mean Res Node. There is only a res node outside on the Hera landing pad....
I have to agree on the cargo container though, hopefully more props will be added very soon with the new maps in development.
just bloody hell good work! ;)
greetz Cetme