Im hoping that the NS2 maps do go for a much more atmospheric look ala ns_nothing, as opposed to the fullbright look (I know they aren't, but the colours are very bright) of ns_veil/eclipse etc.
I've been working on some lighting ideas for an NS2 map, and I'm hoping the style is a lot like this:
The original OMGs (Official Mapping Guidelines) state that excessive gore such as bloodstains, corpses, etc. should be left out if you want your map to go official. I'm not sure whether that still stands since official maps will now play a part in NS2 revenues, though.
Other than that: Me likey <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Ah yes, I forgot about the non-allowance of gore in Natural Selection. Anyway, just trying out some other lighting techniques with the whole, "light shining through a vent" look. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Looks great, but if you really want to build a map for NS2, I would, If I were you, make it brighter. Dark maps arent't really popular <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
I have to show off with mine attempt <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<!--quoteo(post=1576713:date=Nov 13 2006, 08:20 PM:name=Rendy_CZech)--><div class='quotetop'>QUOTE(Rendy_CZech @ Nov 13 2006, 08:20 PM) [snapback]1576713[/snapback]</div><div class='quotemain'><!--quotec--> I have to show off with mine attempt <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Something about that just doesn't look like it's made in Source... Strange. That's not a bad thing, it just doesn't look Source-y! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Anyway here's another little update, I'm really enjoying this!
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
edited November 2006
<!--quoteo(post=1576759:date=Nov 13 2006, 11:32 PM:name=PogoP)--><div class='quotetop'>QUOTE(PogoP @ Nov 13 2006, 11:32 PM) [snapback]1576759[/snapback]</div><div class='quotemain'><!--quotec--> Something about that just doesn't look like it's made in Source... Strange. That's not a bad thing, it just doesn't look Source-y! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> <!--QuoteEnd--></div><!--QuoteEEnd-->
I dont want to be captious , but in which way is yours map more Source-y ? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> It looks nice, but this can be made in HL1, with some effort.
we need a new NS:Source High Resolution <u>infested</u> pack textures... <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" />
<!--quoteo(post=1577019:date=Nov 14 2006, 12:17 PM:name=Rendy_CZech)--><div class='quotetop'>QUOTE(Rendy_CZech @ Nov 14 2006, 12:17 PM) [snapback]1577019[/snapback]</div><div class='quotemain'><!--quotec--> I dont want to be captious , but in which way is yours map more Source-y ? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> It looks nice, but this can be made in HL1, with some effort. <!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't mean to offend you, I like the look of the screenshot. I just think it looks like something out of Unreal 3 or something, I think it's the vent in the back of the room. I don't know why I think that, my visual eye isn't working properly maybe? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited November 2006
<!--quoteo(post=1577112:date=Nov 14 2006, 06:18 PM:name=PogoP)--><div class='quotetop'>QUOTE(PogoP @ Nov 14 2006, 06:18 PM) [snapback]1577112[/snapback]</div><div class='quotemain'><!--quotec--> I didn't mean to offend you, I like the look of the screenshot. I just think it looks like something out of Unreal 3 or something, I think it's the vent in the back of the room. I don't know why I think that, my visual eye isn't working properly maybe? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> <!--QuoteEnd--></div><!--QuoteEEnd--> WTB visual eye enchant for PogoP <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
tis true, the engines (fps) always have this -->
hmm must be hl2, or that looks like unreal for real, or quake me socks thats some funky Q shizzle... Anyway <!--coloro:#666666--><span style="color:#666666"><!--/coloro-->>scratches behind ear<<!--colorc--></span><!--/colorc-->
It's probably the lighting which make it look more like another engine Rendy. To me it looks like a hl2/unreal hybrid, you use HAX <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> (it looks good btw, both of your stuff) Lemme see how this hammer works for hl2 <!--coloro:#666666--><span style="color:#666666"><!--/coloro-->>wanders of in general direction of intarweb<<!--colorc--></span><!--/colorc-->
[edit] My silly attempt to sourcify something from ns_bast. Takes some getting used to this hl2 mapping, also I can't seem to get the water to render correctly (with env_cubemap/buildcubemaps). So I left it out <img src="http://members.home.nl/m.borgman/ns-forum/ns_bast/ns_bast_waterhall.jpg" border="0" alt="IPB Image" />
hmm must be hl2, or that looks like unreal for real, or quake me socks thats some funky Q shizzle... Anyway <!--coloro:#666666--><span style="color:#666666"><!--/coloro-->>scratches behind ear<<!--colorc--></span><!--/colorc-->
It's probably the lighting which make it look more like another engine Rendy. To me it looks like a hl2/unreal hybrid, you use HAX <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> (it looks good btw, both of your stuff) Lemme see how this hammer works for hl2 <!--coloro:#666666--><span style="color:#666666"><!--/coloro-->>wanders of in general direction of intarweb<<!--colorc--></span><!--/colorc-->
[edit] My silly attempt to sourcify something from ns_bast. Takes some getting used to this hl2 mapping, also I can't seem to get the water to render correctly (with env_cubemap/buildcubemaps). So I left it out <!--QuoteEnd--></div><!--QuoteEEnd-->
Nice start =D You're right, Source mapping is a lot different than Goldsrc mapping, even though they may appear quite similar.
Updates! I downloaded PhilipK's (An ex-'colleague' of mine over at Nuclear Dawn when I used to be on the team) futuristic texture set. It looks a bit like Quake 4, but it's a good idea of what can be accomplished in NS2!
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
<!--quoteo(post=1577112:date=Nov 14 2006, 06:18 PM:name=PogoP)--><div class='quotetop'>QUOTE(PogoP @ Nov 14 2006, 06:18 PM) [snapback]1577112[/snapback]</div><div class='quotemain'><!--quotec--> I didn't mean to offend you, I like the look of the screenshot. I just think it looks like something out of Unreal 3 or something, I think it's the vent in the back of the room. I don't know why I think that, my visual eye isn't working properly maybe? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> <!--QuoteEnd--></div><!--QuoteEEnd-->
No problem, I don't feel offended. I'm just flustrated about that, when I start do something NSlike in Source it sux. T
That last pair of your sreenshots look awesome. Are U using custom textures? I don't remember theese from HL2 and CSS.
<!--quoteo(post=1577428:date=Nov 15 2006, 11:40 AM:name=Rendy_CZech)--><div class='quotetop'>QUOTE(Rendy_CZech @ Nov 15 2006, 11:40 AM) [snapback]1577428[/snapback]</div><div class='quotemain'><!--quotec--> No problem, I don't feel offended. I'm just flustrated about that, when I start do something NSlike in Source it sux. T
That last pair of your sreenshots look awesome. Are U using custom textures? I don't remember theese from HL2 and CSS. <!--QuoteEnd--></div><!--QuoteEEnd-->
No man, they don't suck! I was complimenting you saying that it doesn't look like Source <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
And could you share them with us? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> They are superb, compared to those I found on internet.
Machiga is coming to source! (slowly, its taking a while to build the custom props and textures needed =p)
The walls and stuff are custom tex, the railing and bars custom props. (the bars are due to be remade, they were more a test item so I could go through the process of getting something into source) Still lots of detail to do, and the lighting needs tweaking, I'm not sure why a posted something so half-finished but what the hell! =) I think its going to prove very very useful being able to make my own props when mapping in any modern game engine =D
It looks nice Pogo, if your looking to make changes I would put one or two more "rich" light sources in there of some form (currently the whole scene is a sort of karki/drab colour, but maybe thats the look your going for) I also think the roof might benefit from a few support beams accross it, or some pipes running along it, but thats also up to you!
Hot damn it the NSTR is even out yet <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Pogo, here is what I would do with it, or something similar, a quick mockup in photoshop! I understand that you may have a style that you were going after and dont want to veer away from that, but you asked for suggestions!
Machiga is coming to source! (slowly, its taking a while to build the custom props and textures needed =p)
The walls and stuff are custom tex, the railing and bars custom props. (the bars are due to be remade, they were more a test item so I could go through the process of getting something into source) Still lots of detail to do, and the lighting needs tweaking, I'm not sure why a posted something so half-finished but what the hell! =) I think its going to prove very very useful being able to make my own props when mapping in any modern game engine =D <!--QuoteEnd--></div><!--QuoteEEnd-->
Very nice! I'll give some crits later, in a rush at the moment.
Yeah, being able to make your own props is quite helpful in Source, especially if the prop range is limited.
Thanks for the crits, I'll see what I can do later <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Damn, the map pictures are all looking awesome!! Good work guys!! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<!--quoteo(post=1578195:date=Nov 17 2006, 01:43 AM:name=CarbonI4)--><div class='quotetop'>QUOTE(CarbonI4 @ Nov 17 2006, 01:43 AM) [snapback]1578195[/snapback]</div><div class='quotemain'><!--quotec--> Pogo, here is what I would do with it, or something similar, a quick mockup in photoshop! I understand that you may have a style that you were going after and dont want to veer away from that, but you asked for suggestions!
Any comments on my half finished pic? =p <!--QuoteEnd--></div><!--QuoteEEnd-->
Suddenly: character!
I like that quite a bit, perhaps some wires up there with the pipes <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Photoshop is a mapper's best friend, it lets you do mockups w/o having to do any fine detailed brushwork, and when you get good you can even do the lighting <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Finally finished another generic corridor, this is a walkway between 2 sections of the Mining Colony. Inside, the lighting provides a warm atmosphere with dangerous undertones (the red beacon lights), but outside the amotsphere is cold and oppressive.
I've added lightning effects as well! Every 10-30 seconds, lightning strike in the distance and for half a second, this outside part is lit up with blue/white light. Then thunder booms a second after the strike. All of that with some creepy wind soundscapes. It's an awesome experience when you play it, I just wish Source had good rain effects <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
And here you go, I've updated the lighting and added support beams/pipes! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> Oh, those shutter things on the right of the next pic will actually be pulled down and look over a cliff in the 3d skybox when I get more of the map done, should look pretty atmospheric looking out there!
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Looking very good all.
I'm really struggling with the mapping, been such a long time since i did any mapping at all and i was only doing it for 5 months beforehand anyway.
Any links to some really good tutorials on some of the finer points of mapping (when to use func_detail over func_wall) and some other tips and tweaks specifically targeted at source mapping would be most helpful.
First pic door looks squashed, IDK if you intended that but it looks out of place.
Also, given the Source tech demos that have surfaced recently I would wager that we'll be seeing some VERY sexy rain in the not to distant future <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Comments
I've been working on some lighting ideas for an NS2 map, and I'm hoping the style is a lot like this:
<img src="http://i50.photobucket.com/albums/f332/PogoP/spaceship.jpg" border="0" alt="IPB Image" />
Other than that: Me likey <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<img src="http://i50.photobucket.com/albums/f332/PogoP/spaceship2.jpg" border="0" alt="IPB Image" />
<a href="http://img113.imageshack.us/my.php?image=nsshulk20002jb7.jpg" target="_blank"><img src="http://img113.imageshack.us/img113/7458/nsshulk20002jb7.th.jpg" border="0" alt="IPB Image" /></a>
I have to show off with mine attempt <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<a href="http://img113.imageshack.us/my.php?image=nsshulk20002jb7.jpg" target="_blank"><img src="http://img113.imageshack.us/img113/7458/nsshulk20002jb7.th.jpg" border="0" alt="IPB Image" /></a>
<!--QuoteEnd--></div><!--QuoteEEnd-->
Something about that just doesn't look like it's made in Source... Strange. That's not a bad thing, it just doesn't look Source-y! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Anyway here's another little update, I'm really enjoying this!
<img src="http://i50.photobucket.com/albums/f332/PogoP/spaceship0000.jpg" border="0" alt="IPB Image" />
Just don't let it go to waste on a sub-par layout.
Something about that just doesn't look like it's made in Source... Strange. That's not a bad thing, it just doesn't look Source-y! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
I dont want to be captious , but in which way is yours map more Source-y ? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> It looks nice, but this can be made in HL1, with some effort.
I dont want to be captious , but in which way is yours map more Source-y ? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> It looks nice, but this can be made in HL1, with some effort.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't mean to offend you, I like the look of the screenshot. I just think it looks like something out of Unreal 3 or something, I think it's the vent in the back of the room. I don't know why I think that, my visual eye isn't working properly maybe? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I didn't mean to offend you, I like the look of the screenshot. I just think it looks like something out of Unreal 3 or something, I think it's the vent in the back of the room. I don't know why I think that, my visual eye isn't working properly maybe? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
WTB visual eye enchant for PogoP <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
tis true, the engines (fps) always have this -->
hmm must be hl2, or that looks like unreal for real, or quake me socks thats some funky Q shizzle... Anyway
<!--coloro:#666666--><span style="color:#666666"><!--/coloro-->>scratches behind ear<<!--colorc--></span><!--/colorc-->
It's probably the lighting which make it look more like another engine Rendy. To me it looks like a hl2/unreal hybrid, you use HAX <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> (it looks good btw, both of your stuff) Lemme see how this hammer works for hl2
<!--coloro:#666666--><span style="color:#666666"><!--/coloro-->>wanders of in general direction of intarweb<<!--colorc--></span><!--/colorc-->
[edit]
My silly attempt to sourcify something from ns_bast. Takes some getting used to this hl2 mapping, also I can't seem to get the water to render correctly (with env_cubemap/buildcubemaps). So I left it out
<img src="http://members.home.nl/m.borgman/ns-forum/ns_bast/ns_bast_waterhall.jpg" border="0" alt="IPB Image" />
<img src="http://members.home.nl/m.borgman/ns-forum/ns_bast/ns_bast_waterhall_source.jpg" border="0" alt="IPB Image" />
WTB visual eye enchant for PogoP <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
tis true, the engines (fps) always have this -->
hmm must be hl2, or that looks like unreal for real, or quake me socks thats some funky Q shizzle... Anyway
<!--coloro:#666666--><span style="color:#666666"><!--/coloro-->>scratches behind ear<<!--colorc--></span><!--/colorc-->
It's probably the lighting which make it look more like another engine Rendy. To me it looks like a hl2/unreal hybrid, you use HAX <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> (it looks good btw, both of your stuff) Lemme see how this hammer works for hl2
<!--coloro:#666666--><span style="color:#666666"><!--/coloro-->>wanders of in general direction of intarweb<<!--colorc--></span><!--/colorc-->
[edit]
My silly attempt to sourcify something from ns_bast. Takes some getting used to this hl2 mapping, also I can't seem to get the water to render correctly (with env_cubemap/buildcubemaps). So I left it out
<!--QuoteEnd--></div><!--QuoteEEnd-->
Nice start =D You're right, Source mapping is a lot different than Goldsrc mapping, even though they may appear quite similar.
Updates! I downloaded PhilipK's (An ex-'colleague' of mine over at Nuclear Dawn when I used to be on the team) futuristic texture set. It looks a bit like Quake 4, but it's a good idea of what can be accomplished in NS2!
<img src="http://i50.photobucket.com/albums/f332/PogoP/spaceshiptex0000.jpg" border="0" alt="IPB Image" />
<img src="http://i50.photobucket.com/albums/f332/PogoP/spaceshiptex0002.jpg" border="0" alt="IPB Image" />
I didn't mean to offend you, I like the look of the screenshot. I just think it looks like something out of Unreal 3 or something, I think it's the vent in the back of the room. I don't know why I think that, my visual eye isn't working properly maybe? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
No problem, I don't feel offended. I'm just flustrated about that, when I start do something NSlike in Source it sux. T
That last pair of your sreenshots look awesome. Are U using custom textures? I don't remember theese from HL2 and CSS.
No problem, I don't feel offended. I'm just flustrated about that, when I start do something NSlike in Source it sux. T
That last pair of your sreenshots look awesome. Are U using custom textures? I don't remember theese from HL2 and CSS.
<!--QuoteEnd--></div><!--QuoteEEnd-->
No man, they don't suck! I was complimenting you saying that it doesn't look like Source <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
And yeah, they are custom textures.
<a href="http://www.philipk.net/portfolio/textures/pk01_source.zip" target="_blank">http://www.philipk.net/portfolio/textures/pk01_source.zip</a>
<img src="http://i50.photobucket.com/albums/f332/PogoP/spaceshiptex0009.jpg" border="0" alt="IPB Image" />
Just so you know, the lights and sprites currently dont have any prop models. Waiting on NS2TR for them ^^
Btw, it's going to be set on a planetary colony overrun by Kharaa, not a spaceship.
Machiga is coming to source! (slowly, its taking a while to build the custom props and textures needed =p)
The walls and stuff are custom tex, the railing and bars custom props. (the bars are due to be remade, they were more a test item so I could go through the process of getting something into source) Still lots of detail to do, and the lighting needs tweaking, I'm not sure why a posted something so half-finished but what the hell! =) I think its going to prove very very useful being able to make my own props when mapping in any modern game engine =D
It looks nice Pogo, if your looking to make changes I would put one or two more "rich" light sources in there of some form (currently the whole scene is a sort of karki/drab colour, but maybe thats the look your going for) I also think the roof might benefit from a few support beams accross it, or some pipes running along it, but thats also up to you!
<img src="http://img301.imageshack.us/img301/5640/pogoqd2.jpg" border="0" alt="IPB Image" />
Any comments on my half finished pic? =p
<img src="http://img292.imageshack.us/img292/7964/machigahall0003su5.jpg" border="0" alt="IPB Image" />
Machiga is coming to source! (slowly, its taking a while to build the custom props and textures needed =p)
The walls and stuff are custom tex, the railing and bars custom props. (the bars are due to be remade, they were more a test item so I could go through the process of getting something into source) Still lots of detail to do, and the lighting needs tweaking, I'm not sure why a posted something so half-finished but what the hell! =) I think its going to prove very very useful being able to make my own props when mapping in any modern game engine =D
<!--QuoteEnd--></div><!--QuoteEEnd-->
Very nice! I'll give some crits later, in a rush at the moment.
Yeah, being able to make your own props is quite helpful in Source, especially if the prop range is limited.
Thanks for the crits, I'll see what I can do later <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Pogo, here is what I would do with it, or something similar, a quick mockup in photoshop! I understand that you may have a style that you were going after and dont want to veer away from that, but you asked for suggestions!
<img src="http://img301.imageshack.us/img301/5640/pogoqd2.jpg" border="0" alt="IPB Image" />
Any comments on my half finished pic? =p
<!--QuoteEnd--></div><!--QuoteEEnd-->
Suddenly: character!
I like that quite a bit, perhaps some wires up there with the pipes <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Photoshop is a mapper's best friend, it lets you do mockups w/o having to do any fine detailed brushwork, and when you get good you can even do the lighting <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I've added lightning effects as well! Every 10-30 seconds, lightning strike in the distance and for half a second, this outside part is lit up with blue/white light. Then thunder booms a second after the strike. All of that with some creepy wind soundscapes. It's an awesome experience when you play it, I just wish Source had good rain effects <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
<img src="http://i50.photobucket.com/albums/f332/PogoP/spaceshiptex0025.jpg" border="0" alt="IPB Image" />
And here you go, I've updated the lighting and added support beams/pipes! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> Oh, those shutter things on the right of the next pic will actually be pulled down and look over a cliff in the 3d skybox when I get more of the map done, should look pretty atmospheric looking out there!
<img src="http://i50.photobucket.com/albums/f332/PogoP/spaceshiptex0028.jpg" border="0" alt="IPB Image" />
I'm really struggling with the mapping, been such a long time since i did any mapping at all and i was only doing it for 5 months beforehand anyway.
Any links to some really good tutorials on some of the finer points of mapping (when to use func_detail over func_wall) and some other tips and tweaks specifically targeted at source mapping would be most helpful.
Also, given the Source tech demos that have surfaced recently I would wager that we'll be seeing some VERY sexy rain in the not to distant future <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />