Ns_Aleser

12467

Comments

  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    Okay Feedback: Lights are all too bright and too colourful. Spaces are all too cramped, you can create a cramped feel by having more space and then just have stuff inside the corridor rather than a tiny empty corridor! Narrow corridors aren't fun in MP gaming, they can be in SP but still. Also less shots with dev textures please, I know it's a w.i.p. but it rather breaks any immersion we might have.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--quoteo(post=1789938:date=Jul 31 2010, 12:56 AM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Jul 31 2010, 12:56 AM) <a href="index.php?act=findpost&pid=1789938"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Quick update: Changed the lights around a little bit. Changed their intensity values, as well as their length values.

    <img src="http://img291.imageshack.us/img291/3406/spawni.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    This is awesome, and looking a lot like old-school NS. (think: caged) Keep it up.

    One of the hardest things I've found to work with in the Spark Editor / Engine is lighting. Lighting was always my specialty in VHE / HL Engine but I've had to readjust my philosophy and technique for Spark. I'm still working on getting it just right.

    Some things I have found: (This is in no particular order and not directed at anyone in particular.)

    1. Light Intensity is set at "5" by default. For most intents, applications and purposes, this does not work! I have found that 15 and 25 work well for most lights. 50 works well for stark shadow casting spotlights, etc.

    2. Color is tricky to master. If you go with a primary color things begin to "bleed" and look cheap. Experiment with luminance. In particular, increase the amount of white. Rather than using a stark RED, use a slight pinkish-red. This tends to give things a more natural feel. It looks more realistic and believable.

    3. Use multiple, slightly off-color lights to create a rich color-scheme. For instance, if you have a wall of 4 white lights, make one a more green tinted light, another more blue tinted. This happens in real life, as different lights run at different temperatures (think: fluorescents) and produce slightly different hues.

    4. To further enhance realism, do not create all lights with the same exact max distance and intensity. This means, in the example above, take some of the lights and "turn them down".

    5. Know your textures. The way that certain textures bounce light is brilliant. Take advantage of this to "paint" your level.

    These are just a few general tips for anyone that may enjoy them. I hope they help.

    Your map looks great dude. Keep it up!

    Cheers,
    Cody
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Cody! Whats up playa playaaaa! Any chance you still have the file for co_plague_b4? ;D
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--quoteo(post=1791141:date=Aug 3 2010, 02:14 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Aug 3 2010, 02:14 PM) <a href="index.php?act=findpost&pid=1791141"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cody! Whats up playa playaaaa! Any chance you still have the file for co_plague_b4? ;D<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sadly, no. I lost the files for ns_vargus_b1 also. So that project died... :( Oh well, NS2 is the way of the future brother! I wish I had been able to get something I'd made in for the first release of NS1, so that's what I'm trying to do with NS2 now...

    Cheers,
    Cody
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Vargus was sexy :[ We'll have to re-create that one for ya ;D
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1791183:date=Aug 3 2010, 09:56 PM:name=DarkATi)--><div class='quotetop'>QUOTE (DarkATi @ Aug 3 2010, 09:56 PM) <a href="index.php?act=findpost&pid=1791183"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sadly, no. I lost the files for ns_vargus_b1 also. So that project died... :(<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ah, the bane of GoldSrc mapping <img src="http://members.home.nl/m.borgman/ns-forum/smileys/shifty.gif" border="0" class="linked-image" />
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Slightly changed some light values, added a few more props, modified ceiling, and made it a WEEEEEEEEEEEEEEEEEEEEEEEEEEEE bit darker :D I personally LOVE IT!

    <img src="http://img508.imageshack.us/img508/1126/spawn2a.jpg" border="0" class="linked-image" />
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    A slight bit dark but I like how the lower yellow lights contrast with the upper white ones.
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    loving the yellows and the increased darkness, commented in Post of Screenshots thread.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    So I've had people ask me what goes behind the layout and design of my map. All I have to say is this, paper and a pen, and boredom at work :D

    <img src="http://img268.imageshack.us/img268/5088/layoutob.jpg" border="0" class="linked-image" />
  • TunisTunis Join Date: 2010-07-27 Member: 73242Members
    woah you are writing as badly as me :p


    no seriously, you are really talented ^^, doing what you do with just a piece of paper and some ideas that strong :o

    "in admiration" x)

    continue like that your map promises a lot !
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    According to the layout, this is the hallway :D (Scrapped the elevator. Wasn't coming out any good!)

    <img src="http://img709.imageshack.us/img709/15/hallwayleft.jpg" border="0" class="linked-image" />

    Commander, resnode here!

    <img src="http://img443.imageshack.us/img443/15/hallwayleft.jpg" border="0" class="linked-image" />

    All for now, more coming probably Friday :D
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Also, a quick update on the Marine spawn corridor that leads to hallway left;

    <img src="http://img85.imageshack.us/img85/5788/spawn2t.jpg" border="0" class="linked-image" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited August 2010
    <!--quoteo(post=1793461:date=Aug 11 2010, 06:52 AM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Aug 11 2010, 06:52 AM) <a href="index.php?act=findpost&pid=1793461"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Commander, resnode here!<!--QuoteEnd--></div><!--QuoteEEnd-->


    "Yeah yeah! Keep your armor on, I'll send a MAC your way..." <img src="http://members.home.nl/m.borgman/ns-forum/smileys/biggrin.gif" border="0" class="linked-image" />


    Your ceiling (RT request screenshot) and wall behind panel needs some more thingies, I think. I like the MS as is!
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Sweetheart, MS isn't even close to finish ;D That's only 30% done. That's just a small corridor LOL... MS will be roughly twice as big, with much MUCH better lighting anyway!
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    The really silly floor camera angle of the screenshot makes it look flatter than it is. Coming along well though.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1793589:date=Aug 12 2010, 12:29 AM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Aug 12 2010, 12:29 AM) <a href="index.php?act=findpost&pid=1793589"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sweetheart, MS isn't even close to finish ;D That's only 30% done. That's just a small corridor LOL... MS will be roughly twice as big, with much MUCH better lighting anyway!<!--QuoteEnd--></div><!--QuoteEEnd-->
    heh missed that part... Well then, lets say I like the MS corridor as is.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    I'm back! Some updates to come this weekend :D
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Hey Folks! Sorry, I've been MIA for a while. Just got a new computer, since the old one fried up on me. Luckily I was able to get all of my work back before I bought the new one. I'll probably be updating sometime this week for some new ideas and designs in mind. Hopefully you guys will like them as much as I have working on them continuously :]

    - Rasool
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Nice to know it hasn't been abandoned :)
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    those hallways are sexy. the ceiling could use some hanging wires or different texture to break up the monotony though.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    @Wheeee

    This is something to do on my list :]

    @peregrinus

    Thanks for following!
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Just something I whipped up while eating Mcdonalds. I like it a lot. Comments? Suggestions? Thoughts?

    <img src="http://img191.imageshack.us/img191/5452/smallhall.png" border="0" class="linked-image" />
  • _Thresh__Thresh_ Join Date: 2008-01-11 Member: 63385Members
    looks good, mebe indent the top grates for some skulk hidey holes?
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Small update. Changed some lights, added some material on the ceiling. Removed a grate from the ceiling, added a box to the top, allowing skulks to jump out of no where ;]

    <img src="http://img259.imageshack.us/img259/4822/smallhall2.png" border="0" class="linked-image" />
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Quick! Someone download this, and make it into a playable sound file for the game! I WANT THIS

    <a href="http://www.rainymood.com/" target="_blank">http://www.rainymood.com/</a>
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    i'm wondering about the hallway with the lights behind ceiling grates, capped by a hanging fluorescent. seems a little out of place, doesn't it? feels like the lighting change should be used to mark the boundary between two different-themed sections of the map, whereas it just leads up some stairs.
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    <!--quoteo(post=1820876:date=Jan 2 2011, 07:30 AM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Jan 2 2011, 07:30 AM) <a href="index.php?act=findpost&pid=1820876"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Small update. Changed some lights, added some material on the ceiling. Removed a grate from the ceiling, added a box to the top, allowing skulks to jump out of no where ;]

    <img src="http://img259.imageshack.us/img259/4822/smallhall2.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    I'd say, just looking at the left part of that corridor you're really onto something. The clean textures and the cyan lighting. My advice, take that theme and continue to work on it. Skip the yellow light and go for a clean and cold cyan look with a touch of red. That's what I would do. :)
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Take that clean theme further like DM says, also use a lot of facework and get the most out of the texture, I think they look terrible flat when there's a lot of hints to work it in to something good.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Well I honestly don't have any ideas as of right now as far as the "clean theme." But for now, I'll submit my play idea.

    <img src="http://img522.imageshack.us/img522/5021/smallhallred.png" border="0" class="linked-image" />
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