Edit: As a quick edit after post, just for psyk0 as he hasn't played D3 to see what I mean ;) <a href="http://www.katsbits.com/images/articles/d3_low.jpg" target="_blank">Click here for D3 Pic</a>
I would suggest tucking that resource tower into the wall there if you can, I don't think its a good idea to have a node out in the open, especially if the marines can take it out from the doorways.
The set on Flickr, where I'll post screenshots I find nice enuf :) <a href="http://www.flickr.com/photos/martin_borgman/sets/72157623815087019/" target="_blank">http://www.flickr.com/photos/martin_borgma...57623815087019/</a>
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited April 2010
<!--quoteo(post=1768903:date=Apr 28 2010, 03:46 AM:name=Koloy)--><div class='quotetop'>QUOTE (Koloy @ Apr 28 2010, 03:46 AM) <a href="index.php?act=findpost&pid=1768903"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the first one better, fits the area more.<!--QuoteEnd--></div><!--QuoteEEnd--> That's my problem, I want to run away from NS1 orange/warm lighting... Yet they look nicer, making the running away bit harder :D
It's very simple, you use the colors of LightBlue/Green and use a tinted Green-Lightblueish color, that's a cold color that fits with with White lights making it have a different effect then yellow ones.
If you have photoshop or something else here's one of the RGB values: 8fffe6
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited April 2010
Oh there was tweaking of the lights alright, but the orange tints just win out, because they play nicer with these props. most of which are gray bleeding into the red-ish brown spectrum. I think it could do with a little bit more white to counter the "purple/blue". heck i dunno, just trying stuff.
I may be the only one but I like the blue lit corridor much more than the orange one. The blue is a much stronger color and for the most part blends the colors of the props together. I'll probably be using more cooler colors in the primary rooms as they certainly stand out more and can be more memorable.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
For another cool lighting theme have a look (if it is still online here) at ns_leya (or something similar) made by kawak... That lighting goldSRC was also very nice... A good mix of white only lights with dark shadows...
I've been playing with spark editor for about 2 weeks now, the following random spam is a collection of screen shots and development sketches produced in that period.
Sample resource node development and lighting tests.
<img src="http://www.masterworks.com.au/images/ns_unknown-v2-proof-6.jpg" border="0" class="linked-image" /> 1) Rough map layout showing node placement for marines/aliens 2) Medium room + small walkway first pass. 3) Medium room + small walkway second pass. 4) Second pass end perspective. 5) Experimental lighting wall. 6a) Third pass Marine resource node. 6b) Third pass Alien resource node.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
Fahran, think you map enough? :P
They all looks pretty good to me but I'm posting because the first one seemed to indicate you might not understand NS2's gameplay (or maybe you know something I don't!) As I understand it, the marines and alien spawns are not a set location. They will just spawn at tech points like how aliens spawned at the different hives in NS1. What people call "alien start" and "marine start" are just the initial tech point the marines/aliens start at. In your first map it seems more like TF2 or CS with a spawn room. This is not how NS works.
Thanks Psyke, yeah development on NS_Crash has stopped for now, my main focus for the next few weeks/months will be on <a href="http://www.masterworks.com.au/images/ns_unknown-v6-map-large.jpg" target="_blank">NS_Unknown</a> (working title) and I will update this thread with any major progress made. The above post was done as a dump of work to date showing various environments and my first real attempt at mapping, really enjoying the editor and looking forward to additional textures/props/effects etc.
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
I do believe Fahran has it right. Well, it the way I understand it. The Marine and Alien starts are fixed locations. Not like NS1's first random hive. I think it was said somewhere that the devs wanted to implement randomness in the future but start with a first build with fixed starts.
Btw Fahran, very nice pixs and layouts. I really like that first one, very original. Even if you didn't follow it up, it is very inspirational. I really like the mood you set in those maps. I can't believe you did all that in two weeks! :p
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
edited April 2010
<!--quoteo(post=1769296:date=Apr 30 2010, 09:52 AM:name=Fahran)--><div class='quotetop'>QUOTE (Fahran @ Apr 30 2010, 09:52 AM) <a href="index.php?act=findpost&pid=1769296"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks Psyke, yeah development on NS_Crash has stopped for now, my main focus for the next few weeks/months will be on <a href="http://www.masterworks.com.au/images/ns_unknown-v6-map-large.jpg" target="_blank">NS_Unknown</a> (working title) and I will update this thread with any major progress made. The above post was done as a dump of work to date showing various environments and my first real attempt at mapping, really enjoying the editor and looking forward to additional textures/props/effects etc.<!--QuoteEnd--></div><!--QuoteEEnd--> They are very impressive. I agree with Thaldrin, uou should really just create a development thread in this here mapping section. Your maps are ones I want to be able to follow. :)
<!--quoteo(post=1769297:date=Apr 30 2010, 09:53 AM:name=Evil_bOb1)--><div class='quotetop'>QUOTE (Evil_bOb1 @ Apr 30 2010, 09:53 AM) <a href="index.php?act=findpost&pid=1769297"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I do believe Fahran has it right. Well, it the way I understand it. The Marine and Alien starts are fixed locations. Not like NS1's first random hive. I think it was said somewhere that the devs wanted to implement randomness in the future but start with a first build with fixed starts.<!--QuoteEnd--></div><!--QuoteEEnd--> You are right on that, but on his first map he doesn't seem to be illustrating this scenario. If you notice, the point he marks as marine spawn is in a room NEXT TO the tech point. This implies a very TF2-esque spawn system, which is not what NS will have.
The original tech point is not randomized, as you say, but the alien start / marine start IS a tech point, not a separate area of the map... and the alien/marine team could lose that initial spawn / tech point at some point in a game.
Psykoman: I likes, but it looks like it needs to be quite a bit darker, tone down the brightness of the white lights and it'll look a lot more moody and atmospheric. Maybe put something on the wall on the left? Perhaps create a mini cavern and add pipes/monitors/other points of interest?
IMO you pretty much nailed the whole thing in your last screens, Psyko. I'd have to disagree with Spacer here and say do not tone down the brightness of the white lights :P I really got no criticism ^^
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
<!--quoteo(post=1769549:date=May 3 2010, 02:29 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ May 3 2010, 02:29 AM) <a href="index.php?act=findpost&pid=1769549"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The only thing confusing me is where all that yellow is coming from and how there is so little light when the white shine on the floor is so intense?<!--QuoteEnd--></div><!--QuoteEEnd--> There are two yellow lights per segment in the lower transition between floor and wall lighting the lower wall. The yellow fancy shadow light comes from the grid in the lower ceiling above the pipes.
Thanks for comments. I'm glad most ppl like it. Since this hallway connects the marine start and first expansion, I'd rather keep it well lit.
Comments
Especially the white lights on the platform, they look like they are drowning out the sun light colour, which is slightly immersion breaking for me.
Awesome use of rocks though
Edit: As a quick edit after post, just for psyk0 as he hasn't played D3 to see what I mean ;)
<a href="http://www.katsbits.com/images/articles/d3_low.jpg" target="_blank">Click here for D3 Pic</a>
Thaldarin, I've never played doom3, but I already said on irc that it looks a little bit too quakish :D
<a href="http://farm4.static.flickr.com/3552/4556374520_49463ff789_o.jpg" target="_blank"><img src="http://farm4.static.flickr.com/3552/4556374520_29579f8317.jpg" border="0" class="linked-image" /></a>
oldschool NS1 style
<a href="http://farm4.static.flickr.com/3485/4556374246_444ca038eb_o.jpg" target="_blank"><img src="http://farm4.static.flickr.com/3485/4556374246_b40dbd2fcb.jpg" border="0" class="linked-image" /></a>
Using colder colors...
Older spark editor shots
<a href="http://farm4.static.flickr.com/3447/4555744715_8958148310_o.jpg" target="_blank"><img src="http://farm4.static.flickr.com/3447/4555744715_e3ce66b89a_s.jpg" border="0" class="linked-image" /></a> <a href="http://farm4.static.flickr.com/3182/4556373936_f8bd1bb0b2_o.jpg" target="_blank"><img src="http://farm4.static.flickr.com/3182/4556373936_2fb91d7c52_s.jpg" border="0" class="linked-image" /></a> <a href="http://farm4.static.flickr.com/3240/4555744565_7bcaebb4e0_o.jpg" target="_blank"><img src="http://farm4.static.flickr.com/3240/4555744565_b2b89e6f3b_s.jpg" border="0" class="linked-image" /></a> <a href="http://farm4.static.flickr.com/3126/4556373734_d5b309052a_o.jpg" target="_blank"><img src="http://farm4.static.flickr.com/3126/4556373734_69283003da_s.jpg" border="0" class="linked-image" /></a></div>
The set on Flickr, where I'll post screenshots I find nice enuf :)
<a href="http://www.flickr.com/photos/martin_borgman/sets/72157623815087019/" target="_blank">http://www.flickr.com/photos/martin_borgma...57623815087019/</a>
Like both color moods.
That's my problem, I want to run away from NS1 orange/warm lighting... Yet they look nicer, making the running away bit harder :D
If you have photoshop or something else here's one of the RGB values: 8fffe6
ayumi pulled it off :P
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>NS2_Crash</b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
(Working Title)
<!--coloro:orange--><span style="color:orange"><!--/coloro--><b>Initial map design:</b><!--colorc--></span><!--/colorc-->
<img src="http://www.masterworks.com.au/images/ns2-map-crash-dev-0.jpg" border="0" class="linked-image" />
Docking bay (Blue) Cargo hold (Brown) Crew quarters + Med lab (White) Command center + Bridge (Purple) Generators + Engine room (Green) Communications + main walkways (Aqua) Biolab (Green) Science labs + Storage (red)
+ = Spawn | T = Tech hub | R = Resource hub
Deemed too complex for a first map attempt.
<!--coloro:orange--><span style="color:orange"><!--/coloro--><b>Revised map design:</b><!--colorc--></span><!--/colorc-->
<img src="http://www.masterworks.com.au/images/ns2-map-crash-dev-1.jpg" border="0" class="linked-image" />
1) Initial concept sketch - Photoshop - (Fahran)
2) Updated concept sketch - Illustrator - (Torana) (Green Circle = Alien spawn | Blue Circle = Marine Spawn | Blue Hex = Tech hub | Orange hex = Resource hub)
<!--coloro:orange--><span style="color:orange"><!--/coloro--><b>Bridge side room development:</b><!--colorc--></span><!--/colorc-->
<img src="http://www.masterworks.com.au/images/ns2-map-crash-dev-2.jpg" border="0" class="linked-image" />
1) Updated floor plan ~ (Torana)
2) Top view - (location highlighted above in orange)
3) Bridge side room wire frame.
4) Perspective unlit.
5) Entrance lit.
6) Entrance detail lit.
7) Perspective lit view 1
8) Perspective lit view 2
9) Perspective lit view 3
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Sample corridor featuring ceiling suspension walkway. </b><!--colorc--></span><!--/colorc-->
<img src="http://www.masterworks.com.au/images/ns2-map-crash-dev-3.jpg" border="0" class="linked-image" />
<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro--><b>Sample resource node room.</b><!--colorc--></span><!--/colorc-->
<img src="http://www.masterworks.com.au/images/ns2-map-crash-dev-4.jpg" border="0" class="linked-image" />
<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro--><b>Updated.</b><!--colorc--></span><!--/colorc-->
<img src="http://www.masterworks.com.au/images/ns2-map-crash-dev-4b.jpg" border="0" class="linked-image" />
(Working Title)
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-map.jpg" border="0" class="linked-image" />
<a href="http://www.masterworks.com.au/images/ns_unknown-v6-map-large.jpg" target="_blank">[ + ]</a>
<!--coloro:orange--><span style="color:orange"><!--/coloro--><b>Layout:</b><!--colorc--></span><!--/colorc-->
<b>M1 - Marine Spawn</b> - Tech Node - Resource Hub
M2 - Tech Node
M3 - Resource Hub
M4 - Resource Hub
M5 - Resource Hub
M6 - Resource Hub
M7 - Tech Node
<b>A1 - Alien Spawn</b> - Tech Node - Resource Hub
A2 - Tech Node
A3 - Resource Hub
A4 - Resource Hub
A5 - Resource Hub
A6 - Resource Hub
A7 - Tech Node
Sample resource node development and lighting tests.
<img src="http://www.masterworks.com.au/images/ns_unknown-v2-proof-6.jpg" border="0" class="linked-image" />
1) Rough map layout showing node placement for marines/aliens
2) Medium room + small walkway first pass.
3) Medium room + small walkway second pass.
4) Second pass end perspective.
5) Experimental lighting wall.
6a) Third pass Marine resource node.
6b) Third pass Alien resource node.
Proof of concept for Marine spawn, featuring tech node + resource hub - detail pass 1.
<img src="http://www.masterworks.com.au/images/ns_unknown-v2-proof-7.jpg" border="0" class="linked-image" />
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-1s.jpg" border="0" class="linked-image" />
<a href="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-1.jpg" target="_blank">[ + ]</a>
M1 (Marine spawn) Pass 2
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-new-1.jpg" border="0" class="linked-image" />
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-top.jpg" border="0" class="linked-image" />
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-new-2.jpg" border="0" class="linked-image" />
Updates to come:
1) Ramp leading out from ship loading bay, entrance to level with ship flood lights highlighting rock/structure.
2) Props pass 2 (Add additional items)
3) Lighting pass 2 (Add additional lights + tweak existing)
They all looks pretty good to me but I'm posting because the first one seemed to indicate you might not understand NS2's gameplay (or maybe you know something I don't!) As I understand it, the marines and alien spawns are not a set location. They will just spawn at tech points like how aliens spawned at the different hives in NS1.
What people call "alien start" and "marine start" are just the initial tech point the marines/aliens start at. In your first map it seems more like TF2 or CS with a spawn room. This is not how NS works.
Hope this helps!
Btw Fahran, very nice pixs and layouts. I really like that first one, very original. Even if you didn't follow it up, it is very inspirational. I really like the mood you set in those maps. I can't believe you did all that in two weeks! :p
All in all nice work!
The screenshot with the 3 fans and red light has that wow factor this thread needs too ;)
They are very impressive. I agree with Thaldrin, uou should really just create a development thread in this here mapping section. Your maps are ones I want to be able to follow. :)
<!--quoteo(post=1769297:date=Apr 30 2010, 09:53 AM:name=Evil_bOb1)--><div class='quotetop'>QUOTE (Evil_bOb1 @ Apr 30 2010, 09:53 AM) <a href="index.php?act=findpost&pid=1769297"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I do believe Fahran has it right. Well, it the way I understand it. The Marine and Alien starts are fixed locations. Not like NS1's first random hive. I think it was said somewhere that the devs wanted to implement randomness in the future but start with a first build with fixed starts.<!--QuoteEnd--></div><!--QuoteEEnd-->
You are right on that, but on his first map he doesn't seem to be illustrating this scenario. If you notice, the point he marks as marine spawn is in a room NEXT TO the tech point. This implies a very TF2-esque spawn system, which is not what NS will have.
The original tech point is not randomized, as you say, but the alien start / marine start IS a tech point, not a separate area of the map... and the alien/marine team could lose that initial spawn / tech point at some point in a game.
Maybe put something on the wall on the left? Perhaps create a mini cavern and add pipes/monitors/other points of interest?
agree nicely done !
There are two yellow lights per segment in the lower transition between floor and wall lighting the lower wall.
The yellow fancy shadow light comes from the grid in the lower ceiling above the pipes.
Thanks for comments.
I'm glad most ppl like it. Since this hallway connects the marine start and first expansion, I'd rather keep it well lit.