Pipi, Cargo Storage looks ace, The whole missing panel style is very good as well as the destruction.
Half done the second tech area that is above and behind this res node. Where this node is also acts as an internal sneek root within this cave area that players can slip into when they come in through the main entrance. Cant show the cave area just yet.
<!--quoteo(post=1759482:date=Mar 15 2010, 09:48 PM:name=slayer20)--><div class='quotetop'>QUOTE (slayer20 @ Mar 15 2010, 09:48 PM) <a href="index.php?act=findpost&pid=1759482"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I want your shaft shakewell.<!--QuoteEnd--></div><!--QuoteEEnd--> Never saw someone get so excited over a screenshot before.
One thing I wonder SgtBarlow, is your whole map in a cave/rocks or just parts of it? Won't it get too brown if the whole map is like that? Looks great though!
Cheers Disorder, Yeh it's just a small part of it, other screenies are in here somewhere. I am aiming for the larger scale end of the maps to see how 12+ v 12+ games work. I dump my screenies here at the moment where it's quiet lol, if you want to see bits of the other bits... : <a href="http://www.team-kb.co.uk/viewtopic.php?f=41&t=216" target="_blank">http://www.team-kb.co.uk/viewtopic.php?f=41&t=216</a> Post a copy of that on here some day when they open a mapping thread ... HINT HINT, ehem Comprox.. ? ;) Big button that says "Create New Forum" :D
Ah yeah it looks alot better with the other parts in the mix!
I'm personally having some trouble making my walls "interesting" but also functional at the same time. It's slowly coming along though ^^ The fullbright mode doesn't really help making things look attractive either.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Do you have a nickname? CIOnDIEu is a pain in the ass to type :p<!--QuoteEnd--></div><!--QuoteEEnd--> cion :) thx for comment
Thaldarin: That's a really wide open area. I'd perhaps cut it sorta in half, make the walkway bridge from one area to the other, add in about 6 crates randomly on the ground, and maybe some overhead pipes or ledges or walkways. It's just too open, imo. It's almost like the outdoor maps :o.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
i think its good to have wide areas - lerks need to fly!
also most of the images here, are small hallways and rooms - granted everyone is just testing the map editor, but the dev's have talked a lot about creating large key areas which have purpose and are memorable, rather than a maze of smaller rooms and hallways
I agree with schkorpio, large rooms are more memorable than narrow corridor mazes. Lightning is a bit light and bland. try to reduce falloff a bit and maybe bring in some (light) colors
ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
Most people are just toying with the editor.. there have hardly been enough gameplay details released to take designing a full blown map seriously. remember all the issues people had when we realized just how far sieges reached.. hera anyone?
Thaldarin, just a quick suggestion. Create some light sources. It seems you just plopped the light entities here and there just go grab a screen shot. I've made it a habit to light and map at the same time. This way, I don't forget to add a prop to let players know where the light's coming from.
<!--quoteo(post=1759617:date=Mar 16 2010, 05:36 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Mar 16 2010, 05:36 PM) <a href="index.php?act=findpost&pid=1759617"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thaldarin, just a quick suggestion. Create some light sources. It seems you just plopped the light entities here and there just go grab a screen shot. I've made it a habit to light and map at the same time. This way, I don't forget to add a prop to let players know where the light's coming from.<!--QuoteEnd--></div><!--QuoteEEnd-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited March 2010
<!--quoteo(post=1759606:date=Mar 16 2010, 05:22 PM:name=Ich 666)--><div class='quotetop'>QUOTE (Ich 666 @ Mar 16 2010, 05:22 PM) <a href="index.php?act=findpost&pid=1759606"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree with schkorpio, large rooms are more memorable than narrow corridor mazes. Lightning is a bit light and bland. try to reduce falloff a bit and maybe bring in some (light) colors<!--QuoteEnd--></div><!--QuoteEEnd--> I dunno, I remember some awesome battles in famous hallways... The hallway into noname (ns_nancy), the dark and misty hallway out of the marine start in ns_hera, horseshoe (ns_eclipse) and such... NS1 was more of a hallway combat game then a main area combat game, due to the setup of sieges in hallways...
I for one would like to see hallways in NS2, it just does not seem logical to only have large areas connected with doors and some ocasional hallways... Hallways are way more moodier and claustrophobic then main areas...
A good combo of hallways and main areas (like NS1) is the way to map IMHO. A game lacking hallways seems like it is missing something. Noone in their right mind would build spaceships without hallways dammit! In terms of looks, making it suffer from big box next to big box syndrome does not look right or nice :P
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
i'm not saying no hallways - but i think well defined key areas are important in a players ability to navigate the map with ease.
also hallways are probably critical for maintaining a good frame rate / cpu performance so the engine never has to draw more than 1 large area at a time for a player.
Cool stuff Cion, but it seems like the rocks are coming or holding from nothing. I'd add a stronger structure to contain the rock like the pillars with the hydraulic pipes in them or maybe more truss and beams.
I agree with Pipi, I'd add some beams running against the ceiling, and I'd also suggest some "computer terminals" for added details. Then add some wires hanging, laying around, or wires just everywhere... it gives it a more NS touch :]
As 3 have said above, I too agree there should be little bit more props. Something for eye catch to. Now it's very blank. Maybe even pillars on the center floor, would make some cover and points for pipes/lights.
Give me your file, and I'll give you a brief introduction to details... I've never been the greatest architect, but my OCD to details has always been there LOL
Comments
Half done the second tech area that is above and behind this res node. Where this node is also acts as an internal sneek root within this cave area that players can slip into when they come in through the main entrance.
Cant show the cave area just yet.
<img src="http://www.unitedworlds.co.uk/online-gaming/ns2_map12.jpg" border="0" class="linked-image" />
<img src="http://www.unitedworlds.co.uk/online-gaming/ns2_map13.jpg" border="0" class="linked-image" />
<a href="http://b.imagehost.org/0006/pegg7.jpg" target="_blank"><img src="http://e.imagehost.org/0418/pegg7_s.jpg" border="0" class="linked-image" /></a>
Never saw someone get so excited over a screenshot before.
Cheers Disorder, Yeh it's just a small part of it, other screenies are in here somewhere. I am aiming for the larger scale end of the maps to see how 12+ v 12+ games work.
I dump my screenies here at the moment where it's quiet lol, if you want to see bits of the other bits... : <a href="http://www.team-kb.co.uk/viewtopic.php?f=41&t=216" target="_blank">http://www.team-kb.co.uk/viewtopic.php?f=41&t=216</a>
Post a copy of that on here some day when they open a mapping thread ... HINT HINT, ehem Comprox.. ? ;) Big button that says "Create New Forum" :D
I'm personally having some trouble making my walls "interesting" but also functional at the same time. It's slowly coming along though ^^
The fullbright mode doesn't really help making things look attractive either.
new light !
Try adding some contrasting lights in there, perhaps in the section on the left side.
The angled light mesh looks squashed? Back wall texture is slightly squashed to me too.
Do you have a nickname? CIOnDIEu is a pain in the ass to type :p
cion :)
thx for comment
<img src="http://img688.imageshack.us/img688/2822/pipeworszbt19unfin.jpg" border="0" class="linked-image" />
also most of the images here, are small hallways and rooms - granted everyone is just testing the map editor, but the dev's have talked a lot about creating large key areas which have purpose and are memorable, rather than a maze of smaller rooms and hallways
Lightning is a bit light and bland. try to reduce falloff a bit and maybe bring in some (light) colors
remember all the issues people had when we realized just how far sieges reached.. hera anyone?
There's a ceiling in that room you know.
Update:
<img src="http://img638.imageshack.us/img638/3985/sc3b.jpg" border="0" class="linked-image" />
Lightning is a bit light and bland. try to reduce falloff a bit and maybe bring in some (light) colors<!--QuoteEnd--></div><!--QuoteEEnd-->
I dunno, I remember some awesome battles in famous hallways... The hallway into noname (ns_nancy), the dark and misty hallway out of the marine start in ns_hera, horseshoe (ns_eclipse) and such... NS1 was more of a hallway combat game then a main area combat game, due to the setup of sieges in hallways...
I for one would like to see hallways in NS2, it just does not seem logical to only have large areas connected with doors and some ocasional hallways... Hallways are way more moodier and claustrophobic then main areas...
A good combo of hallways and main areas (like NS1) is the way to map IMHO. A game lacking hallways seems like it is missing something. Noone in their right mind would build spaceships without hallways dammit! In terms of looks, making it suffer from big box next to big box syndrome does not look right or nice :P
also hallways are probably critical for maintaining a good frame rate / cpu performance so the engine never has to draw more than 1 large area at a time for a player.