some are very nice, but not all of them, and kungfu I didn't even notice that until you said it <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
Except for a couple, those hardly look realistic to me. Disregarding r_speeds, anyone with a solid skillbase in level design could do that...
In other words, it takes a lot more skill to create something visually stunning <b>and</b> keep the r_speeds under 700.
What most people have done with their NS maps is far more revolutionary than that... Like I said: Letting yourself go, and to disregard r_speeds is a pretty easy way to get people to say "Cool."
WEll, to be fair, that was the point of the contest, and that one with all the reflection is themed after one of the example photographs (or concept rendering) that the contest provided. In that one, I don't think it's really concrete that doing the reflecting. It looked like a shallow reflecting pool in the example picture.
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
Phew, I'm not the only one on this train of thought. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
(Relic - it's the pic I pointed out where all the cars in the parking lot are reflected in what appears to be solid concrete)
Oh! Okay, I see now. Yeah, that was stretching things a bit. Asphalt will reflect if it's wet enough, but the picture does doesn't seem to imply that well. Maybe if the asphalt texture were darked a <b>lot</b>, it might look as though someone had hosed down the parking lot for the picture. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Ken, how can you argue with this? <a href="http://www.cyberhost.ch/~gunny/final/bahn.jpg" target="_blank">http://www.cyberhost.ch/~gunny/final/bahn.jpg</a>
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
Hehe... That was one of the few I did like... but still isn't anything revolutionary in my book. Create something that nice looking, <u>and</u> make it playable... then I'll be impressed.
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
I don't know how Ken would (oh. Actually I do, it's posted right before this), but I will as follows:
Ok, so there's a ridiculous amount of detail there. I have to say, when I first saw the thumbnail, I was quite impressed. Upon viewing the full screen, though, most of that feeling disappeared. It looked like Half-Life again.
Granted, the detail of this level is no small feat. However, it doesn't really take all that much skill to keep throwing in more and more polys. True, the alignment and vertex placement isn't EASY by any means, but most anyone who can make a decent map has enough understanding of vertex placement and texturing to be able to create something similar. If you want a truly challenging contest, give those original reference pics used in this contest, and give first prize to the person who has the most visually impressive map within the given limits for HL. I bet it could be done. It wouldn't be easy, no, but it would give a much greater sense of challenge to the whole thing.
That's one of the reasons I've stuck with HL this long without moving on (or even branching out) to other games -- it's the ultimate challenge. Every time I or anyone else here, for that matter, is creating a map, we're trying to create an immersive environment in an engine that was made 7 years ago and a game that hit shelves 3 and a half years ago. Trying to create images that compare with newer games while still being playable on any machine that can run HL is at least as challenging (and, in my opinion, more challenging) than creating a map with no regard for polycount or framerate.
Yes, this was a contest, and the maps were not intended for play. I understand that. However, I personally feel the time spent on this contest would have been better spent by putting these scenes into a better engine -- Q3, UT, SS, etc, where they could actually be enjoyed in-game rather than just a few screenshots.
<!--QuoteBegin--Comprox+April 14 2002,20:11--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Comprox @ April 14 2002,20:11)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Ken, how can you argue with this? <a href="http://www.cyberhost.ch/~gunny/final/bahn.jpg" target="_blank">http://www.cyberhost.ch/~gunny/final/bahn.jpg</a><!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> That is.. beautiful!
Take a look at this one: <img src="http://www.cyberhost.ch/~gunny/final/vermeer.jpg" border="0">
I love the small people, the castle in the woods and the water! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
manahCreator of ns_cagedJoin Date: 2002-01-25Member: 60Members, NS1 Playtester, Contributor
It is beautiful in a passing glance, nice on closer inspection and pointless after that. If you want to make/see stuff like that go travel the world, play Riven, learn Maya. The HL engine is game engine and meant for games not exciting vistas.
Sure theirs a certain amount of technical and personal accomplishment from making any engine do things like this but what’s the point when there are plenty more suited and capable engines/applications/mediums out there?
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
<!--QuoteBegin--KungFuSquirrel+April 14 2002,13:43--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (KungFuSquirrel @ April 14 2002,13:43)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Granted, the detail of this level is no small feat. However, it doesn't really take all that much skill to keep throwing in more and more polys.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> Exactly... besides, I personally think Bast's maintenence corridor, and/or other similarly styled areas within the map look far more realistic than that...
And I'm simply not impressed with the cartoonish appearence of that castle shot... wasn't the purpose of the contest to create something realistic looking?
I'm in no way trying to vut down on these guy's work... A lot of time and effort must have been spent doing this... I just hate it when the people out there who don't fully comprehend what is really difficult to manage in level design look at shots like this and consider them to be far superior to what is truly note worthy.
And another thing... there is such a thing as terrain editors you know... all these rolling vistas that all the non-mappers out there consider to be astonishing don't actually take much effort on the mapper's part other than a few bar slides and mouse clicks... some people's work is far too over-rated in this way. And don't even get me started on cartoonish tree and grass sprites. If you want to see some truly innovative and amazing outdoors stuff, take a look at HALO or Unreal II... there's actually design behind that.. regardless of whether or not they use their fancy terrain tools..
(Sorry, yes I'm prideful and defensive... who isn't?)
When I saw the first shot, I thought it was from Serious Sam 2 -- there is a stage that looks almost exactly like that (A big castle on a floor of ice)
The shots are fine, but do not particularly impress me. The only question I have is how were the reflections done? Is it just an upside down copy of everything above it, with the floor having a lower opacity so you can see through it?
I wish I knew about terrain editors when I made the 1st hive room for bast. I had to make, vertex manipulate, and fit all those irregular brushes by hand. :/
You have to run it in CS. R_speeeds are in the 7000. I dont have all that of a fast computer so my fps went down to about 6~7. Utterly unplayble... Pretty slideshow though. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Comments
Yeah, apparently concrete is reflective now. It's ridiculous how every one of these maps apparently needed to reflect itself in something.
/me rolls his eyes
In other words, it takes a lot more skill to create something visually stunning <b>and</b> keep the r_speeds under 700.
What most people have done with their NS maps is far more revolutionary than that... Like I said: Letting yourself go, and to disregard r_speeds is a pretty easy way to get people to say "Cool."
Let's see some <i>real</i> quality work. Like NS.
<!--EDIT|ken20banks|April 14 2002,12:10-->
(Relic - it's the pic I pointed out where all the cars in the parking lot are reflected in what appears to be solid concrete)
<!--EDIT|KungFuSquirrel|April 14 2002,13:12-->
Ok, so there's a ridiculous amount of detail there. I have to say, when I first saw the thumbnail, I was quite impressed. Upon viewing the full screen, though, most of that feeling disappeared. It looked like Half-Life again.
Granted, the detail of this level is no small feat. However, it doesn't really take all that much skill to keep throwing in more and more polys. True, the alignment and vertex placement isn't EASY by any means, but most anyone who can make a decent map has enough understanding of vertex placement and texturing to be able to create something similar. If you want a truly challenging contest, give those original reference pics used in this contest, and give first prize to the person who has the most visually impressive map within the given limits for HL. I bet it could be done. It wouldn't be easy, no, but it would give a much greater sense of challenge to the whole thing.
That's one of the reasons I've stuck with HL this long without moving on (or even branching out) to other games -- it's the ultimate challenge. Every time I or anyone else here, for that matter, is creating a map, we're trying to create an immersive environment in an engine that was made 7 years ago and a game that hit shelves 3 and a half years ago. Trying to create images that compare with newer games while still being playable on any machine that can run HL is at least as challenging (and, in my opinion, more challenging) than creating a map with no regard for polycount or framerate.
Yes, this was a contest, and the maps were not intended for play. I understand that. However, I personally feel the time spent on this contest would have been better spent by putting these scenes into a better engine -- Q3, UT, SS, etc, where they could actually be enjoyed in-game rather than just a few screenshots.
<!--EDIT|KungFuSquirrel|April 14 2002,14:44-->
Ken and KungFu hit the nail on the right on the head.
That is.. beautiful!
Take a look at this one:
<img src="http://www.cyberhost.ch/~gunny/final/vermeer.jpg" border="0">
I love the small people, the castle in the woods and the water! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Sure theirs a certain amount of technical and personal accomplishment from making any engine do things like this but what’s the point when there are plenty more suited and capable engines/applications/mediums out there?
Exactly... besides, I personally think Bast's maintenence corridor, and/or other similarly styled areas within the map look far more realistic than that...
And I'm simply not impressed with the cartoonish appearence of that castle shot... wasn't the purpose of the contest to create something realistic looking?
I'm in no way trying to vut down on these guy's work... A lot of time and effort must have been spent doing this... I just hate it when the people out there who don't fully comprehend what is really difficult to manage in level design look at shots like this and consider them to be far superior to what is truly note worthy.
And another thing... there is such a thing as terrain editors you know... all these rolling vistas that all the non-mappers out there consider to be astonishing don't actually take much effort on the mapper's part other than a few bar slides and mouse clicks... some people's work is far too over-rated in this way. And don't even get me started on cartoonish tree and grass sprites. If you want to see some truly innovative and amazing outdoors stuff, take a look at HALO or Unreal II... there's actually design behind that.. regardless of whether or not they use their fancy terrain tools..
(Sorry, yes I'm prideful and defensive... who isn't?)
The shots are fine, but do not particularly impress me. The only question I have is how were the reflections done? Is it just an upside down copy of everything above it, with the floor having a lower opacity so you can see through it?
-Jacius
I wanna be able to download some of these maps and see how they run =D
<a href="http://www.inside-webdesign.de/maps/de_vermeer.zip" target="_blank">http://www.inside-webdesign.de/maps/de_vermeer.zip</a>
You have to run it in CS.
R_speeeds are in the 7000. I dont have all that of a fast computer so my fps went down to about 6~7. Utterly unplayble... Pretty slideshow though. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->