Co_disgorge
esuna
Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
<div class="IPBDescription">Atmosphere > All</div> Well, since the work on co_dawn is pretty much over, and 3.0 still isn't released, a month or so ago i decided to get stuck into a new map.
Once again it's for NS:C, the reason behind this is that i'm still not confident enough to undertake a full-scale NS map, i know i'm quite wasteful with entities and my optimisation skills need work. But anyway, that's not what this thread is about.
For a few of you that frequent #nsmapping, and one or two others, you've seen some earlier builds of this and had the chance to walk about. I seem to remember one person saying that he hopes i manage to keep up the same level of atmosphere that's was in previous builds. And that brings me onto my main objective with this map. I'm trying, hopefully not in vain, to make a deeply atmospheric map. I want the map to play a huge part in creating tension in the game. This means that the map <b>will</b> be darker than your average map, this is intentional. Nothing will be completely pitch black however, but there will be lots of dark corners to lurk in, and this is entirely intentional. I might add, due to the overall darkness of a lot of the map, the screen shots may appear too dark, on my monitor they look fine, and i assure you that ingame they will be fine.
From my previous map i've learnt two things really. The first is better vertex manipulation, and since there's a lot of rock present in this map, it makes it look sexy. Ontop of that, i've become fonder of the env_particles_custom entity. Currently the map is sporting some 9-10 particle systems, and as it stands there's only about one third of the map done. This will most probably rise, but i believe they're essential for creating some kick-arse atmosphere.
Now for some detail into the map setting. co_disgorge is set in an as-yet-untitled mining facility on an as-yet-untitled planet. (Yeah, the back story and details such as that haven't really felt too important right now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->). The planet is a baren wasteland, but boasts a huge amount of precious minerals and resources deep underground. The planet is rife with volcanos so the atmosphere is permanently filled with ash which form into ash storms on a regular basis.
Ok, now i give you a number of screen shots. Bear in mind, at this stage, the env_gamma entity is still being tweaked, it will most definately be made darker without a doubt.
(1/10)
This is the container the CC and Armoury are dropped in, the armoury isn't present because i can't test this on 3.0, obviously, but it will be to the left of the CC.
Once again it's for NS:C, the reason behind this is that i'm still not confident enough to undertake a full-scale NS map, i know i'm quite wasteful with entities and my optimisation skills need work. But anyway, that's not what this thread is about.
For a few of you that frequent #nsmapping, and one or two others, you've seen some earlier builds of this and had the chance to walk about. I seem to remember one person saying that he hopes i manage to keep up the same level of atmosphere that's was in previous builds. And that brings me onto my main objective with this map. I'm trying, hopefully not in vain, to make a deeply atmospheric map. I want the map to play a huge part in creating tension in the game. This means that the map <b>will</b> be darker than your average map, this is intentional. Nothing will be completely pitch black however, but there will be lots of dark corners to lurk in, and this is entirely intentional. I might add, due to the overall darkness of a lot of the map, the screen shots may appear too dark, on my monitor they look fine, and i assure you that ingame they will be fine.
From my previous map i've learnt two things really. The first is better vertex manipulation, and since there's a lot of rock present in this map, it makes it look sexy. Ontop of that, i've become fonder of the env_particles_custom entity. Currently the map is sporting some 9-10 particle systems, and as it stands there's only about one third of the map done. This will most probably rise, but i believe they're essential for creating some kick-arse atmosphere.
Now for some detail into the map setting. co_disgorge is set in an as-yet-untitled mining facility on an as-yet-untitled planet. (Yeah, the back story and details such as that haven't really felt too important right now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->). The planet is a baren wasteland, but boasts a huge amount of precious minerals and resources deep underground. The planet is rife with volcanos so the atmosphere is permanently filled with ash which form into ash storms on a regular basis.
Ok, now i give you a number of screen shots. Bear in mind, at this stage, the env_gamma entity is still being tweaked, it will most definately be made darker without a doubt.
(1/10)
This is the container the CC and Armoury are dropped in, the armoury isn't present because i can't test this on 3.0, obviously, but it will be to the left of the CC.
Comments
Shot of the RR. This is in no way complete since r_speeds get a bit ridiculous. I've been thinking of redoing it entirely, but i've become rather attached to it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Marine spawn in all it's outside-y glory. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
*EDIT: Oh yeah, the opening on the far side doesn't actually go anywhere yet. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
As yet unnamed corridor, not much of a big area, but i like it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
The outlet vents. Hmm, i took this picture at a pretty crappy time with the particle systems. It's usually much thicker. Gah.
An area i've been working on today. This is a U-turn, but i quite like it. Coupled with ambience07.mp3, this is pretty damned eerie.
Crossroads in all it's dark steamy glory. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Another outside section, the corridor on the left is the one a few pictures back. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Steam control, just a little space filler and vis blocker. As strange as that may sound, it actually works. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Somewhere between marine spawn and crossroads is this lovely little beaten in, broken door.
And that's all the shots. Hope you like them. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I'm not sure how to coment on this beyond it's great work. Keep it up!
Good work, I like what you've been doing
Looks really nice. The Landing pad (marine start) is outside the complex right? I think some windows looking out onto it would be really good there.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Let's not get carried away now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Looks tres good, perhaps my only critique is the seemingly flat rock faces in places, and the lack of distinct supporting (invariably coloured) lighting.
Keep it up!
reminds me of AvP 2 somehow ......
the pics r a bit dark tho that always happens in screenys
i hope u be knifing gorgys on this peice of art soon
me think thaths a realy good pice of work
You have set yourself quite a big challenge, in trying to achieve the most atmospheric map..but good luck!
One of the screenshots reminds me of MGS2, the oilrig textures and the moody orange skies above..alot of comparisons, which is a good sign <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Remember, dark areas are good, but not the complete answer for atmosphere, and need to be balanced by other leading factors.
Looks good so far.
Keep it up.
that is beautiful (wants to know how co_dawn is)
btw, what sky is that because that is exactly what im looking for for my co map (as yet un announced)
that is beautiful (wants to know how co_dawn is)
btw, what sky is that because that is exactly what im looking for for my co map (as yet un announced) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's a custom made sky.
Download Terragen and it's pretty easy to make basic skymaps. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
*EDIT: <!--QuoteBegin--BigBull+ Jan 23 2004, 11:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BigBull @ Jan 23 2004, 11:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks like if favors aliens as far as lighting. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Quite the opposite. While it may appear so at first, bear in mind the aliens have no flashlight as the marines do. In the ened, that balances things out.