I think overlays are good for the comp lights range, cause you can then choose to turn some off. But I dunno about making the texture a texlight as well. I (would) just match with a dim light.
Comp lights just make me think of the eclipse build in computer core where you could go inside the lights. Good times.
MS Shots are looking good. Only concern is about the floor texture repeating too much.
I'm used to creating maps for other mods where I don't have to worry about making the geometry very complex to keep within the theme of the mod. Which is also why I'm used to making really, really, <a href="http://i6.photobucket.com/albums/y226/yarrik71/bb_siege0017.jpg" target="_blank">big rooms.</a>
well, I can't see everything of course, but it seems like that marine start is a little cramped. marines need some space for building and to give them the advantage in their own base.
very cool big room shot btw, though the back is really dark. what was that for? you could totally turn that into a hive room. ^_^
Belgarion: I'm planning on making much of the ship dark. I'm trying to create an atmosphere of a ship that is shutting down with many sections torn apart and bypassed in an attempt to buy some time.
Outside the engineering control room, still part of the marine spawn.
One of my favorite parts (and most time consuming) to mapping is the lighting. Tweaking colors and intensity, casting shadows and so forth. IMHO, it can be the difference between a generic every day map and a really good map (eye-candy wise, you still need a good layout for a good map. =p ). And one of these days, I'll get better at lighting.
First stab at detail textures with NS textures.... needs some work..
Marine pipe room (I need to figure out the particle system again...) <img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0029.jpg" border="0" alt="IPB Image" /> Main spawn, with a couple detail textures here and there. <img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0030.jpg" border="0" alt="IPB Image" />
those last shots have lovely detail and lighting levels, but I'm wondering if the corridors aren't too straight and narrow for the aliens. Marines might have an easy time of it.
holy cow. i just about fell out of my chair when the "aliens" look hit me. seriously, I've never felt a map more strongly reproduced the feeling of "Aliens" - i'm still deciding if this is good or bad. Still.. wow.. it's like, breathtaking.
<!--quoteo(post=1602549:date=Jan 28 2007, 09:50 PM:name=Belgarion)--><div class='quotetop'>QUOTE(Belgarion @ Jan 28 2007, 09:50 PM) [snapback]1602549[/snapback]</div><div class='quotemain'><!--quotec--> holy cow. i just about fell out of my chair when the "aliens" look hit me. seriously, I've never felt a map more strongly reproduced the feeling of "Aliens" - i'm still deciding if this is good or bad. Still.. wow.. it's like, breathtaking. <!--QuoteEnd--></div><!--QuoteEEnd-->
Really? I hadn't even thought about that... I guess it does a bit.
Though... I haven't made much progress yet. Been fighting with NS's particle system. Which seems to be the hardest to use out of all the mods I've mapped for... can't even get the darn thing to work right, and most of the time at all...
Which, I'll give the ps another try later, if it still won't work, eh, no pretty smoke for this map then. <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
As soon as I finish the marine half, I'm thinking about uploading a bsp so that anyone that wants will have something to walk around in as you can only get so much from a screenshot.
EDIT: WIP shots of the crew quarters hallway. Most of which can be avoided by skulks and lurks via the ducts. Still working on the lighting, I'll get something in there so that it's not completely red.
are you using the particle editor? It's bloody good at sorting out those things. Yeah something could brake up the red there. A strip of yellow lights on the floor?
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
hm I wouldn't go with yellow since it's in the same range of colors as red (the warm side) I would go with some cool blue trims or something, perhaps even making the grate floors into a func_wall and texturing it with a solid {xxx texture. So you can put the lights underneath the floor panels. This always looks cool <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Just got this room air-tight. Going to start adding the extras and tweaking the lighting.
The floor panels in this room were removed for repairs exposing some of the piping for the coolant system. The piping is used to move coolant from the reactors and systems to the heat exchangers. Or something. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Thats nice exposed architecture. It could be... more hectic as it's part of the unseen ship. The shot looks sort of sideways on! Like the wall to the right is the floor.
Well, that sucks. I guess I'll stop making them for NS... <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
EDIT: Well, I just did a search on it. That stinks. Leave it to cheaters to ruin things for everyone... <img src="style_emoticons/<#EMO_DIR#>/mad-fix.gif" style="vertical-align:middle" emoid=":angry:" border="0" alt="mad-fix.gif" />
I guess trying to get the devs to re-enable them is a lost cause... back to the bland! I guess... if not, I may upload the .map here.
Awesome pipe spider! Have you tried sticking the lights behind those pipes (shining out with cool shadows casting)? It could work if the room was generally less bright.
I haven't added in all the extras in that screen shot. I have one point light in there (and probably a couple texture lights that I didn't know about) lighting that room. I'll post a more recent screenshot soon. <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
Looks nice man, but needs <b><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->READ BEAM OF DOOM<!--colorc--></span><!--/colorc--></b> <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Also I would have a look at that texture on the wall in the back, perhaps make it so the pipes comming from it have a textured entrance. Hope you get what I'm saying here... and need more higlighting lights on the pipes and darkness/shadowy areas at the walls. I certainly love the architecture you are showing off, hope you don't get into trouble of max_map_patches, well its a combat combat so shouldn't worry you that much <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Comments
Comp lights just make me think of the eclipse build in computer core where you could go inside the lights. Good times.
MS Shots are looking good. Only concern is about the floor texture repeating too much.
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0024.jpg" border="0" alt="IPB Image" />
very cool big room shot btw, though the back is really dark. what was that for? you could totally turn that into a hive room. ^_^
Outside the engineering control room, still part of the marine spawn.
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0025.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0026.jpg" border="0" alt="IPB Image" />
What a little tweaking with null brushes can do.
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0027.jpg" border="0" alt="IPB Image" />
Marine pipe room (I need to figure out the particle system again...)
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0029.jpg" border="0" alt="IPB Image" />
Main spawn, with a couple detail textures here and there.
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0030.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0031.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0032.jpg" border="0" alt="IPB Image" />
EDIT: More detail textures added:
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0034.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0036.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0040.jpg" border="0" alt="IPB Image" />
holy cow. i just about fell out of my chair when the "aliens" look hit me. seriously, I've never felt a map more strongly reproduced the feeling of "Aliens" - i'm still deciding if this is good or bad. Still.. wow.. it's like, breathtaking.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Really? I hadn't even thought about that... I guess it does a bit.
Though... I haven't made much progress yet. Been fighting with NS's particle system. Which seems to be the hardest to use out of all the mods I've mapped for... can't even get the darn thing to work right, and most of the time at all...
Which, I'll give the ps another try later, if it still won't work, eh, no pretty smoke for this map then. <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
As soon as I finish the marine half, I'm thinking about uploading a bsp so that anyone that wants will have something to walk around in as you can only get so much from a screenshot.
EDIT: WIP shots of the crew quarters hallway. Most of which can be avoided by skulks and lurks via the ducts. Still working on the lighting, I'll get something in there so that it's not completely red.
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0044.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0045.jpg" border="0" alt="IPB Image" />
all good otherwise!
Yeah shentrax hosts a bunch of files, one of which is a particle editor. Not bad either!
The floor panels in this room were removed for repairs exposing some of the piping for the coolant system. The piping is used to move coolant from the reactors and systems to the heat exchangers. Or something. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0046.jpg" border="0" alt="IPB Image" />
Well, that sucks. I guess I'll stop making them for NS... <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
EDIT: Well, I just did a search on it. That stinks. Leave it to cheaters to ruin things for everyone... <img src="style_emoticons/<#EMO_DIR#>/mad-fix.gif" style="vertical-align:middle" emoid=":angry:" border="0" alt="mad-fix.gif" />
I guess trying to get the devs to re-enable them is a lost cause... back to the bland! I guess... if not, I may upload the .map here.
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0047.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0048.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0049.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0050.jpg" border="0" alt="IPB Image" />
Still need to add all the wield points, moving sections, lasers etc.
Also I would have a look at that texture on the wall in the back, perhaps make it so the pipes comming from it have a textured entrance. Hope you get what I'm saying here... and need more higlighting lights on the pipes and darkness/shadowy areas at the walls. I certainly love the architecture you are showing off, hope you don't get into trouble of max_map_patches, well its a combat combat so shouldn't worry you that much <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />