co_engine_room

Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
edited November 2006 in Mapping Forum
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" />
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Comments

  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    You need to get a different colour in there.

    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.
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    edited January 2007
    There is a red texture light that you can't see due to the support being in the way. Most of the light will hopefully be coming from below, but that area isn't mapped yet. That room is the lift room, right across from another route which may or may not be locked/blocked during the begining of the map.


    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.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Off to a good start, I'd say!
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    oo, i like those 2 shots. The yellow textures on those .. Generators? .. does look a little out of place to me though.
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    Very nice. Although the 'engines' do seem out of place... its a very nice contrast.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    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!
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    <!--quoteo(post=1582014:date=Nov 29 2006, 12:02 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Nov 29 2006, 12:02 PM) [snapback]1582014[/snapback]</div><div class='quotemain'><!--quotec-->
    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" />
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    i seem to remember that one as well
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    I agree that the pipes look out of place, they look good for themselfes (way too few yellow stuff in maps) but they dont fit with the grey surronding. Since they are very colorful your gonna need some disco stuff there to make them fit in <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    edited January 2007
    Empty elevator shaft:

    <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" />
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    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.
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    <!--quoteo(post=1582686:date=Dec 1 2006, 08:32 AM:name=bERt0r)--><div class='quotetop'>QUOTE(bERt0r @ Dec 1 2006, 08:32 AM) [snapback]1582686[/snapback]</div><div class='quotemain'><!--quotec-->
    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.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1583032:date=Dec 2 2006, 02:29 AM:name=Shoot_me)--><div class='quotetop'>QUOTE(Shoot_me @ Dec 2 2006, 02:29 AM) [snapback]1583032[/snapback]</div><div class='quotemain'><!--quotec-->
    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" />
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    Got the elevator mapped in, and added some color to the whole thing. <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" />
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    ARG!

    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…
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    Redo'ing the marine spawn area. Dividing it up and added these outer walkways. Lighting is... going to change. Just chucked a couple point lights in so I could see. I'll probably have some smaller engine pods added just outside of the window.

    ... 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" />
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    i dont like how square that last pic is...
  • SteveRSteveR Join Date: 2006-12-25 Member: 59239Members, Constellation
    edited January 2007
    I think it's okay you just need to add some details. Like a grill in the floor and a fan shaft (shaft..hehe) in the ceiling.

    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.
  • UltimaGeckoUltimaGecko hates endnotes Join Date: 2003-05-14 Member: 16320Members
    But the mapping guidelines say you should be at less than 700 wpoly for marines/aliens and less than 1000 for the commander (...bah, in my map I can find a position between 3-4 rooms that nets me 1022...bah). I don't know if there's going to be another HL-style NS release, so maybe you don't need to worry about conforming to the guidelines anymore.




    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.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    <!--quoteo(post=1581848:date=Nov 29 2006, 06:30 AM:name=Mentar)--><div class='quotetop'>QUOTE(Mentar @ Nov 29 2006, 06:30 AM) [snapback]1581848[/snapback]</div><div class='quotemain'><!--quotec-->
    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.
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    A small maneuvering thruster.

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/ns_engine_roomb20003.jpg" border="0" alt="IPB Image" />
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    One reason I love to map for NS is the quality of the textures. Of course, I also hate mapping for NS because there are so many wad files that I'm pulling textures from, it causes my compiler to mess up...

    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" />
  • SteveRSteveR Join Date: 2006-12-25 Member: 59239Members, Constellation
    edited January 2007
    Nice use of the monitors for some lighting. still think you could add detail to the floor and ceiling.

    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.
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    Another section right outside of the marine spawn I'm redoing... again..

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0007.jpg" border="0" alt="IPB Image" />
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    Door leading into the marine spawn.

    <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.
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    Let me know if I should stop posting so many screenshots. <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />

    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" />
  • Ron2KRon2K Join Date: 2004-05-25 Member: 28904Members, Constellation
    edited January 2007
    Your architecture is very good, but your lighting seems a bit washed out. Maybe a few shadows or different coloured lights will improve things.

    (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.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Don't abandon this project because of high r_speeds. You can always go back and optimize your map with the NULL texture and HINT brushes.

    Keep up the good work, it's looking cool!

    Cheers,
    ~ DarkATi
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Might want to use this in your *.rad

    comp_lights 151 240 155 100
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    Kouji_San: I've tried that before and didn't like the result. Once I set a normal texture as a textlight, the whole texture is now brightly lit. I especially hate this with light textures that have metail frames and such. Though, when there is a copy of the light, I can usually use both and get the intended result. With the texture you're talking about, I decided to use the eclip_lights texture along with a func_illusionary. That along the lines of what you were talking about?

    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" />
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