co_engine_room
Shoot_me
Join Date: 2002-11-15 Member: 8696Members
Still a work in progress, I think I'll take the concept map I was working on and make it into a full CO map for the heck of it. One of those maps where I was going to see how the ns textures and some lighting tricks looked in the good old HL engine.
Still working on the elevator shaft here. But the lighting is along the lines of what I'm working towards for the sections where the skulks can be found hiding. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
EDIT: more "current" image.
<img src="http://i6.photobucket.com/albums/y226/yarrik71/ns_engine_room0027.jpg" border="0" alt="IPB Image" />
Still working on the elevator shaft here. But the lighting is along the lines of what I'm working towards for the sections where the skulks can be found hiding. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
EDIT: more "current" image.
<img src="http://i6.photobucket.com/albums/y226/yarrik71/ns_engine_room0027.jpg" border="0" alt="IPB Image" />
Comments
Even if it's just a few white lights on the walls. One colour covering an entire room doesn't really look too good. Maybe it's because i can only see part of the room in the picture, but all the red light doesn't seem to be coming from anywhere either.
Or at least plausable and clear reason that the entire room is red. If you made the red light so it highlights most of the room and leave a few spots dark, you could make it look like there's a power out in the room and it's on emergency lighting.
The geometry doesn't look half bad though.
Marine spawn. Brightly lit, open areas, some sections that can be used for cover if say... there's a skulk rush. Though, mainly open and bright with only a few hiding spots since, well, it's the marine spawn. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Not mapped the hive room yet though... still thinking of some ideas on designing the hive near the engine ports.
I like the different look and texture usage you have going!
Hmm, this tickles my memory bone. Did you post screenshots of this sometime from way before the forums went down in the (old) post your screenshots thread (not the current screenshots in the new thread)
I like the different look and texture usage you have going!
<!--QuoteEnd--></div><!--QuoteEEnd-->
This one?
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_pieces0005.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/ns_engine_room0032.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/ns_engine_room0033.jpg" border="0" alt="IPB Image" />
lookin great, love that shaft and the pipes fit in more, but i kind of liked the yellow <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />. Are these custom textures? they look neat.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Old HL textures.
Old HL textures.
<!--QuoteEnd--></div><!--QuoteEEnd-->
They did make "some" nice ones though <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I'll probably add some pipes, heat exchangers, etc. to the elevator shaft to add hiding spots. Same for the room at the base.
<img src="http://i6.photobucket.com/albums/y226/yarrik71/ns_engine_room0036.jpg" border="0" alt="IPB Image" />
After this room, I'll probably start mapping with the "infested" textures.
<img src="http://i6.photobucket.com/albums/y226/yarrik71/ns_engine_room0037.jpg" border="0" alt="IPB Image" />
I may have to abandon this map. Getting over 1000 wpolys in the spawn room alone.
I don’t know why I didn’t check that earlier…
... I had a little too much mapped to give up on this map juet yet.
<img src="http://i6.photobucket.com/albums/y226/yarrik71/ns_engine_roomb20001.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/ns_engine_roomb20002.jpg" border="0" alt="IPB Image" />
Or some super-awesome-fusion-quasar energy coolant extractor. But it's definitely the floor and ceiling that need some sprucin' up.
Plus I wouldn't worry about wpolys. probably all run hl2 or similar engine which means hl1 is nothing. I can get to 8000 polys before I notice an fps drop.
I'd throw some sort of support/architecture on that flat vertical wall in the middle - that way you break up the flat ceiling and the floor at the same time.
You need to get a different colour in there.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Personally I quite like the redness of it; if you can position room into being somewhat of a bloodbath area, or a suspenseful one, then that would be sweet. I like that despite it all being red, there is still variation in the tone & there are shadows cast over the lighting.
<img src="http://i6.photobucket.com/albums/y226/yarrik71/ns_engine_roomb20003.jpg" border="0" alt="IPB Image" />
One of these days I'll either search for or make a .wad file that has all of them in one nice package... (had lots and lots of errors before I finally got this map to compile)
This is one of two main entrance hallways to the back marine spawn area. This is the brighter and more open one. I'm planning on making the other hallway much darker and more cramped. And yes, I'm still going to add to this hallway, HL permitting.
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0002.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0003.jpg" border="0" alt="IPB Image" />
The de-centralized textures can be annoying. I use all the wads of the original maps (seven maps of v1), ns and ns2 (which is much smaller than I thought).
I suppose it wouldn't take much to move all those textures into one wad.
Just realised my wad suggestion wouldn't make much sense because it would mean distributing a wad that everyone already has with a map or wadincluding textures everyone already has.
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0007.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0010.jpg" border="0" alt="IPB Image" />
Still working on the story and write-up for the ship design. But the basic design is going to be that of an extended range scout ship. For the interior, something along the lines of having wider and taller corridors (storage), de-centralized control systems, etc.
Anyway, the marine spawn. Much smaller than it was initially, but I'm somewhat happy with the way it turned out. Since it wasn't infested and should still be in good working order, I'm leaning towards a less colorful approach for the lighting and a smaller more cramped feel for the architecture.
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0013.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0012.jpg" border="0" alt="IPB Image" />
(It's always the lighting that people don't like, isn't it? I'll admit that it's something that I struggle with too.)
EDIT: It's mainly the marine start that I don't really like that much. The rest of the stuff that you've posted seems fine.
Keep up the good work, it's looking cool!
Cheers,
~ DarkATi
comp_lights 151 240 155 100
DarkATi: I almost did because even when walled off, the marine spawn had somewhere around 1400 wpolys at any given point in time. But, I finally re-did it and now it's around 400 or so..... I'll have to check on that..
Ron2K: Well, I changed some of the lighting by removing the build of the grey lights and tried using the overlay textures for the monitors for the bulk of the lighting. Hows this:
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0014.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0015.jpg" border="0" alt="IPB Image" />