Haha yes still a lot of lighting work left this is just what I had managed to do before bed last night. Not sure how the curved vents don't make sense (vents can't be curved??) though the only improvement I could think is if I actually modeled them out but they will still look very similar?
The 'cargo areas' of the map wind from the center of the map (Cargo) out through T-Junction where they meet the conveyor belt that runs to Shipping / Receiving. From there a track for a mine cart runs through Mineral Transport to Excavation. Other sections have some supplies and crates but they act as either maintenance (power core, fluid trans) or crew areas (crew quarters, communications, reception). Also Cargo Access has some crates in it but there are terminals for workers etc. and it connects to outside Crew Quarters.
Trying to make a few more visual improvements and I'll post some new shots. Thanks for the feedback guys.
<!--quoteo(post=1792957:date=Aug 8 2010, 02:47 PM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Aug 8 2010, 02:47 PM) <a href="index.php?act=findpost&pid=1792957"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Haha yes still a lot of lighting work left this is just what I had managed to do before bed last night. Not sure how the curved vents don't make sense (vents can't be curved??)<!--QuoteEnd--></div><!--QuoteEEnd-->
When have you ever seen curved vent grates?
Why would someone want to make a vent grate curved?
<!--quoteo(post=1793144:date=Aug 9 2010, 01:22 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Aug 9 2010, 01:22 PM) <a href="index.php?act=findpost&pid=1793144"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Have you tried to up the intensity on some lights at lightprops? I think that might make it more contrasty.<!--QuoteEnd--></div><!--QuoteEEnd--> I've played around with it a bit but I think I might try increasing it more not a bad idea.
<!--quoteo(post=1793262:date=Aug 10 2010, 02:00 AM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Aug 10 2010, 02:00 AM) <a href="index.php?act=findpost&pid=1793262"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When have you ever seen curved vent grates?
Why would someone want to make a vent grate curved?<!--QuoteEnd--></div><!--QuoteEEnd--> Given the shape of the room it fits. There is no reason why this setup wouldn't work even if it was made in real life.
<!--quoteo(post=0:date=Aug 10 2010, 12:30 AM:name=Donner & Blitzen)--><div class='quotetop'>QUOTE (Donner & Blitzen @ Aug 10 2010, 12:30 AM)</div><div class='quotemain'><!--quotec-->Lazer, you gotta make a small video of that hive room. I'm hoping the fan rotates and creates a high detail shadow over the hive.<!--QuoteEnd--></div><!--QuoteEEnd--> Yes it does. There are actually 2 vents in there with shadows. I have fraps but it only lets me record 10 seconds I think. I'll see what I can do...
<!--quoteo(post=1793262:date=Aug 10 2010, 04:30 AM:name=Donner & Blitzen)--><div class='quotetop'>QUOTE (Donner & Blitzen @ Aug 10 2010, 04:30 AM) <a href="index.php?act=findpost&pid=1793262"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When have you ever seen curved vent grates?
Why would someone want to make a vent grate curved?<!--QuoteEnd--></div><!--QuoteEEnd-->
When have you ever seen aliens trying to kill space marines? Oh yeah thats right, its a game... not real life. Who nitpicks somebody's map because the grate on their vent is curved, seriously??
Some shots of Cargo Access as promised. Still need a little better lighting in the central area but its coming along.. <img src="http://02f37ea.netsolhost.com/devin/cargo_access.jpg" border="0" class="linked-image" /> <img src="http://02f37ea.netsolhost.com/devin/cargo_access_2.jpg" border="0" class="linked-image" /> <img src="http://02f37ea.netsolhost.com/devin/cargo_access_3.jpg" border="0" class="linked-image" />
<!--quoteo(post=1793365:date=Aug 10 2010, 02:29 PM:name=a2dskins)--><div class='quotetop'>QUOTE (a2dskins @ Aug 10 2010, 02:29 PM) <a href="index.php?act=findpost&pid=1793365"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When have you ever seen aliens trying to kill space marines? Oh yeah thats right, its a game... not real life. Who nitpicks somebody's map because the grate on their vent is curved, seriously??<!--QuoteEnd--></div><!--QuoteEEnd-->
Bad argument is bad. Let's just ignore all semblance of reality this game might have because, hey, it's just a game right? Instead of fighting on space stations, why don't we have them fight atop clouds in the skies of Venus. Instead of guns, we'll give them candy canes that shoot drunken Leprechauns! It's just a game, so it doesn't matter if it makes sense!
rolleyes
Anyways, other than the vent thing, I'm liking the design. It's nice, clean, consistent, and not cluttered with props.
Thanks but could you explain to me how a curved vent can't function properly? How is this breaking realism to the point of candy canes and leprechauns? How is this even breaking realism to begin with? If you don't like the style that's one thing but to say they ignore reality I just can't agree. I thought a ventilation system that dumped into the center of the room like that made the most sense. The air will come out and disperse much better into the room than if it were a flat vent which dumped strait out..
<!--quoteo(post=1793492:date=Aug 11 2010, 11:39 AM:name=Donner & Blitzen)--><div class='quotetop'>QUOTE (Donner & Blitzen @ Aug 11 2010, 11:39 AM) <a href="index.php?act=findpost&pid=1793492"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bad argument is bad. Let's just ignore all semblance of reality this game might have because, hey, it's just a game right? Instead of fighting on space stations, why don't we have them fight atop clouds in the skies of Venus. Instead of guns, we'll give them candy canes that shoot drunken Leprechauns! It's just a game, so it doesn't matter if it makes sense!
rolleyes
Anyways, other than the vent thing, I'm liking the design. It's nice, clean, consistent, and not cluttered with props.<!--QuoteEnd--></div><!--QuoteEEnd-->
You're right, a bad argument is bad, and yours reeks of bad. Could you imagine if the Aliens movie used curved vents in sets? It would just ruin the realism for me. Oh, wait, no...
This is one of the maps im looking forward to playing most. Please stop trying to ruin the fun for everyone. Go make your own map with square vents. Maybe you could call it de_dust...
<!--quoteo(post=1793607:date=Aug 11 2010, 08:00 PM:name=a2dskins)--><div class='quotetop'>QUOTE (a2dskins @ Aug 11 2010, 08:00 PM) <a href="index.php?act=findpost&pid=1793607"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You're right, a bad argument is bad, and yours reeks of bad. Could you imagine if the Aliens movie used curved vents in sets? It would just ruin the realism for me. Oh, wait, no...
This is one of the maps im looking forward to playing most. Please stop trying to ruin the fun for everyone. Go make your own map with square vents. Maybe you could call it de_dust...<!--QuoteEnd--></div><!--QuoteEEnd-->
This level is supposed to be some kind of mining facility, right? Well aliens present or not, we know what a mining facility should look like because they exist in real life. And we know what the constituent parts of a mining facility should look like (vents included) because they also exist in real life. So if one of these parts should happen to look off, it breaks the semblance of believability.
It's the same reason why the aliens aren't rainbow coloured with marshmellows for claws and dandylions for armour. Even though such aliens don't exist, if we were to believe that they do exist, we would expect them to look a certain way.
Get it?
I never said it would completely break the realism or break the map either. But you're right, it's a rather insignificant detail. Hey, why don't we just ignore all these little details and make mediocre maps, instead of taking the extra effort to go above and beyond and produce something of exceptional quality?
<!--quoteo(post=1793515:date=Aug 11 2010, 10:52 AM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Aug 11 2010, 10:52 AM) <a href="index.php?act=findpost&pid=1793515"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks but could you explain to me how a curved vent can't function properly? How is this breaking realism to the point of candy canes and leprechauns? How is this even breaking realism to begin with? If you don't like the style that's one thing but to say they ignore reality I just can't agree. I thought a ventilation system that dumped into the center of the room like that made the most sense. The air will come out and disperse much better into the room than if it were a flat vent which dumped strait out..<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know, but I've never seen a vent like that. It's like, a car with five wheels will still function like a car, but if you saw it you would probably think it's strange. It doesn't matter that much, and if most people think it looks fine, then it doesn't matter what I think. But I am a nitpicker like that.
I hate to collapse your reality around you but 5 wheel cars exist, as well as three wheeled ones. Sorry if you can't sleep now... I fail to see how changing a more appealing vent design to a boring household square vent lends itself to a more “exceptional qualityâ€.
The vent design is completely redundant because you can't seal the vent using the flippers. Regardless, it's visually appealing and I think it should stay. :D
I would really like to look around this map. Sorry for necropost, I just think it's worthwhile replying.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1793731:date=Aug 12 2010, 05:52 PM:name=a2dskins)--><div class='quotetop'>QUOTE (a2dskins @ Aug 12 2010, 05:52 PM) <a href="index.php?act=findpost&pid=1793731"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hate to collapse your reality around you but 5 wheel cars exist, as well as three wheeled ones. Sorry if you can't sleep now... I fail to see how changing a more appealing vent design to a boring household square vent lends itself to a more “exceptional qualityâ€.<!--QuoteEnd--></div><!--QuoteEEnd--> I've never seen a five wheeled car, but that three wheeled one is at least the nemesis of Mr. Bean :P
<!--quoteo(post=1834236:date=Feb 22 2011, 12:20 AM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Feb 22 2011, 12:20 AM) <a href="index.php?act=findpost&pid=1834236"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->lazer, time to beta test?<!--QuoteEnd--></div><!--QuoteEEnd--> I'm not quite ready to test yet but the map is coming along pretty well. Still a bunch of detail left to add in but layout testing is kind of important before committing too much to visuals so maybe we can give that a shot after a couple more patches and things improve a bit. I'll let you guys see some updates soon, there had been a few months of little progress but I have been back to working at it again.
<img src="http://02f37ea.netsolhost.com/devin/22411cargo.jpg" border="0" class="linked-image" /> another cargo shot
<img src="http://02f37ea.netsolhost.com/devin/22411mineral_transport.jpg" border="0" class="linked-image" /> part of a route between shipping & receiving and alien start
<img src="http://02f37ea.netsolhost.com/devin/22411power_core.jpg" border="0" class="linked-image" /> emergency lighting in power core, still a bunch of detail left to add but still not sure about layout
<img src="http://02f37ea.netsolhost.com/devin/22411shipping_access_east3.jpg" border="0" class="linked-image" /> trying to work more vents and hiding spots into the map. looking to make the vent system somewhat complex like nancy but there will be a bit more variety and disjointed sections
<img src="http://02f37ea.netsolhost.com/devin/22411shipping_and_receiving.jpg" border="0" class="linked-image" /> thinking about doing the vents slightly different but i still like curve :p
<img src="http://02f37ea.netsolhost.com/devin/22411ventilation_chamber.jpg" border="0" class="linked-image" /> not much changed here still needs more wall props but a better picture
Feels like so much left to do still but I am getting pretty close to testing since I need to make final major layout decisions soon before I start really committing detail to certain areas of the map (mainly junctions) that I have been hesitant on.
i never liked complicated vent systems, i always took the wrong one and ended up at the wrong hive and felt useless. at least put in signs or color code the vents?
<!--quoteo(post=1834913:date=Feb 25 2011, 01:13 AM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Feb 25 2011, 01:13 AM) <a href="index.php?act=findpost&pid=1834913"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i never liked complicated vent systems, i always took the wrong one and ended up at the wrong hive and felt useless. at least put in signs or color code the vents?<!--QuoteEnd--></div><!--QuoteEEnd--> Yes this was my fear and the reason I mentioned more of variety and disjointed sections. I don't want a universal vent system, I also don't want people getting lost. There will definitely be landmarks. Although some don't, many do like exploring vents and seeing where they go. That was part of the fun with nancy, and given the dead end nature of some of the hives (and a bunch of long hallways) it actually helped a bit; otherwise it was just plain confusing.
So yes either some kinda of signs, color code (even more likely), or just uniqueness of certain common vent areas, as well as less vents and none that go from 1 start to the other either :)
@pSyk0mAn still having trouble? Is anyone else having trouble seeing the images?
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
If you're going for a complicated vent system, it's worth looking at how they were done in ns_bast. It was pretty hard to get lost in them because they were all so different.
<!--quoteo(post=1835000:date=Feb 25 2011, 06:46 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Feb 25 2011, 06:46 PM) <a href="index.php?act=findpost&pid=1835000"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you're going for a complicated vent system, it's worth looking at how they were done in ns_bast. It was pretty hard to get lost in them because they were all so different.<!--QuoteEnd--></div><!--QuoteEEnd--> Yes this is pretty close to what I'm shooting for. Many of those vents gave a bit of a behind the scenes feel to some of the rooms and were pretty diverse. I'm trying to avoid signs though, unless it's more of some small service passage or something.
Haven't had too much time to work on the map although I've managed to get some more done to power core. I've added mesh floor grating at the the upper level toward the back of the room. This makes the big generator not so much of a dividing feature anymore without taking away from its significance. Better shown as a screen shot but I'm at work right now so will post some up later once I've changed a few more things.
Comments
The 'cargo areas' of the map wind from the center of the map (Cargo) out through T-Junction where they meet the conveyor belt that runs to Shipping / Receiving. From there a track for a mine cart runs through Mineral Transport to Excavation. Other sections have some supplies and crates but they act as either maintenance (power core, fluid trans) or crew areas (crew quarters, communications, reception). Also Cargo Access has some crates in it but there are terminals for workers etc. and it connects to outside Crew Quarters.
Trying to make a few more visual improvements and I'll post some new shots. Thanks for the feedback guys.
When have you ever seen curved vent grates?
Why would someone want to make a vent grate curved?
I've played around with it a bit but I think I might try increasing it more not a bad idea.
<!--quoteo(post=1793262:date=Aug 10 2010, 02:00 AM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Aug 10 2010, 02:00 AM) <a href="index.php?act=findpost&pid=1793262"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When have you ever seen curved vent grates?
Why would someone want to make a vent grate curved?<!--QuoteEnd--></div><!--QuoteEEnd-->
Given the shape of the room it fits. There is no reason why this setup wouldn't work even if it was made in real life.
<img src="http://www.istockphoto.com/file_thumbview_approve/253682/2/istockphoto_253682-air-vent.jpg" border="0" class="linked-image" />
Think of it like this but only 1/4 the circle.
<!--quoteo(post=0:date=Aug 10 2010, 12:30 AM:name=Donner & Blitzen)--><div class='quotetop'>QUOTE (Donner & Blitzen @ Aug 10 2010, 12:30 AM)</div><div class='quotemain'><!--quotec-->Lazer, you gotta make a small video of that hive room. I'm hoping the fan rotates and creates a high detail shadow over the hive.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes it does. There are actually 2 vents in there with shadows. I have fraps but it only lets me record 10 seconds I think. I'll see what I can do...
Why would someone want to make a vent grate curved?<!--QuoteEnd--></div><!--QuoteEEnd-->
When have you ever seen aliens trying to kill space marines? Oh yeah thats right, its a game... not real life.
Who nitpicks somebody's map because the grate on their vent is curved, seriously??
<img src="http://02f37ea.netsolhost.com/devin/cargo_access.jpg" border="0" class="linked-image" />
<img src="http://02f37ea.netsolhost.com/devin/cargo_access_2.jpg" border="0" class="linked-image" />
<img src="http://02f37ea.netsolhost.com/devin/cargo_access_3.jpg" border="0" class="linked-image" />
Who nitpicks somebody's map because the grate on their vent is curved, seriously??<!--QuoteEnd--></div><!--QuoteEEnd-->
Bad argument is bad. Let's just ignore all semblance of reality this game might have because, hey, it's just a game right? Instead of fighting on space stations, why don't we have them fight atop clouds in the skies of Venus. Instead of guns, we'll give them candy canes that shoot drunken Leprechauns! It's just a game, so it doesn't matter if it makes sense!
rolleyes
Anyways, other than the vent thing, I'm liking the design. It's nice, clean, consistent, and not cluttered with props.
rolleyes
Anyways, other than the vent thing, I'm liking the design. It's nice, clean, consistent, and not cluttered with props.<!--QuoteEnd--></div><!--QuoteEEnd-->
You're right, a bad argument is bad, and yours reeks of bad. Could you imagine if the Aliens movie used curved vents in sets? It would just ruin the realism for me. Oh, wait, no...
This is one of the maps im looking forward to playing most. Please stop trying to ruin the fun for everyone. Go make your own map with square vents. Maybe you could call it de_dust...
This is one of the maps im looking forward to playing most. Please stop trying to ruin the fun for everyone. Go make your own map with square vents. Maybe you could call it de_dust...<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://dictionary.reference.com/browse/verisimilitude" target="_blank">http://dictionary.reference.com/browse/verisimilitude</a>
This level is supposed to be some kind of mining facility, right? Well aliens present or not, we know what a mining facility should look like because they exist in real life. And we know what the constituent parts of a mining facility should look like (vents included) because they also exist in real life. So if one of these parts should happen to look off, it breaks the semblance of believability.
It's the same reason why the aliens aren't rainbow coloured with marshmellows for claws and dandylions for armour. Even though such aliens don't exist, if we were to believe that they do exist, we would expect them to look a certain way.
Get it?
I never said it would completely break the realism or break the map either. But you're right, it's a rather insignificant detail. Hey, why don't we just ignore all these little details and make mediocre maps, instead of taking the extra effort to go above and beyond and produce something of exceptional quality?
<!--quoteo(post=1793515:date=Aug 11 2010, 10:52 AM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Aug 11 2010, 10:52 AM) <a href="index.php?act=findpost&pid=1793515"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks but could you explain to me how a curved vent can't function properly? How is this breaking realism to the point of candy canes and leprechauns? How is this even breaking realism to begin with? If you don't like the style that's one thing but to say they ignore reality I just can't agree. I thought a ventilation system that dumped into the center of the room like that made the most sense. The air will come out and disperse much better into the room than if it were a flat vent which dumped strait out..<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know, but I've never seen a vent like that. It's like, a car with five wheels will still function like a car, but if you saw it you would probably think it's strange. It doesn't matter that much, and if most people think it looks fine, then it doesn't matter what I think. But I am a nitpicker like that.
I would really like to look around this map. Sorry for necropost, I just think it's worthwhile replying.
I've never seen a five wheeled car, but that three wheeled one is at least the nemesis of Mr. Bean :P
I'm not quite ready to test yet but the map is coming along pretty well. Still a bunch of detail left to add in but layout testing is kind of important before committing too much to visuals so maybe we can give that a shot after a couple more patches and things improve a bit. I'll let you guys see some updates soon, there had been a few months of little progress but I have been back to working at it again.
<img src="http://02f37ea.netsolhost.com/devin/22411cargo.jpg" border="0" class="linked-image" />
another cargo shot
<img src="http://02f37ea.netsolhost.com/devin/22411mineral_transport.jpg" border="0" class="linked-image" />
part of a route between shipping & receiving and alien start
<img src="http://02f37ea.netsolhost.com/devin/22411power_core.jpg" border="0" class="linked-image" />
emergency lighting in power core, still a bunch of detail left to add but still not sure about layout
<img src="http://02f37ea.netsolhost.com/devin/22411shipping_access_east.jpg" border="0" class="linked-image" />
<img src="http://02f37ea.netsolhost.com/devin/22411shipping_access_east2.jpg" border="0" class="linked-image" />
<img src="http://02f37ea.netsolhost.com/devin/22411shipping_access_east3.jpg" border="0" class="linked-image" />
trying to work more vents and hiding spots into the map. looking to make the vent system somewhat complex like nancy but there will be a bit more variety and disjointed sections
<img src="http://02f37ea.netsolhost.com/devin/22411shipping_and_receiving.jpg" border="0" class="linked-image" />
thinking about doing the vents slightly different but i still like curve :p
<img src="http://02f37ea.netsolhost.com/devin/22411ventilation_chamber.jpg" border="0" class="linked-image" />
not much changed here still needs more wall props but a better picture
Feels like so much left to do still but I am getting pretty close to testing since I need to make final major layout decisions soon before I start really committing detail to certain areas of the map (mainly junctions) that I have been hesitant on.
Yes this was my fear and the reason I mentioned more of variety and disjointed sections. I don't want a universal vent system, I also don't want people getting lost. There will definitely be landmarks. Although some don't, many do like exploring vents and seeing where they go. That was part of the fun with nancy, and given the dead end nature of some of the hives (and a bunch of long hallways) it actually helped a bit; otherwise it was just plain confusing.
So yes either some kinda of signs, color code (even more likely), or just uniqueness of certain common vent areas, as well as less vents and none that go from 1 start to the other either :)
@pSyk0mAn still having trouble? Is anyone else having trouble seeing the images?
Maybe some german routing thing...no idea.
Yes this is pretty close to what I'm shooting for. Many of those vents gave a bit of a behind the scenes feel to some of the rooms and were pretty diverse. I'm trying to avoid signs though, unless it's more of some small service passage or something.
Haven't had too much time to work on the map although I've managed to get some more done to power core. I've added mesh floor grating at the the upper level toward the back of the room. This makes the big generator not so much of a dividing feature anymore without taking away from its significance. Better shown as a screen shot but I'm at work right now so will post some up later once I've changed a few more things.
I'm sorry, I have to.
"They're waiting for you, Gordon. In the TEST chamber."