I really like it, though the Ground looks a bit to plain. Seeing the fat battery thingy in the middle of the room there could be some electronic terminals or energy lines that are carved in the ground like Switchboxes and the like.
i was thinking a bit more light white light on the outside to really set the blue to the inside of the structure, maybe a single light on the bluish area. It looks great now but if you could somehow get the glowing internals thing captured it would be the cats meow.
Not sure how to explain any better but the outside face needs color seperation from the inside light maybe? I dunno, It will fly the way it is, very nice!
Heh, if you could make it breakable glass, whit alot of hp, so the kharaa have the option to "free" there imprisoned friends, that would be great! :D<!--QuoteEnd--></div><!--QuoteEEnd-->
Another little something. Maybe that floor is slightly busier for peoples tastes too.<!--QuoteEnd--></div><!--QuoteEEnd--> looks like NS1 - but the upgraded version :)
I's been quiet in here for a while now so I figured I might as well break the silence. Here's a few screenshots from a work in progress. The working title is ns2_brother (My brother and I are doing this together).
We've been going for a deep, heavy, underground feeling. We have attempted to use both architecture and lighting to convey this. I find lighting particularly difficult - making areas seem dark and gloomy is a hard task when the main playing areas are to be kept well lit?
I will post a layout once we come up with one. The map is planned to be somewhat large, but with only 4 tech points and 6 rt's. We're not sure how it's going to work out, but we're determined to leave enough room for tactical variety. Unless it plays bad; then we change it.
These screenshots are from 3 areas that I deem somewhat ready for public eyes. More is done, but with missing textures and intermittent lighting. If I were to venture a n estimate, I'd say we were 30% of the way towards a playable alpha. I don't know whether we will ever get all the way though, no promises. The main purpose of this post is to get feedback on lighting and style.
Looks nice private, my only observation is that the pillars running along the walls and between ceiling and floor aren't that much bigger than you'd be seeing in a normal map. These pillars are meant to be stopping several million tonnes of earth crashing down on your head!
I.e. I'd like the side pillars and any columns you having running floor to ceiling be 'beefed up' and made to look more load bearing. But you've still managed to get that underground theme down quite well I think. Just that if I imagine I'm a mile underground and put myself in those rooms I think the ceiling is going to collapse on me.
really nice start man, clean. Lighting needs a bit of work but you'll see it yourself with time and experience! good idea splitting the work load.. lord knows how much work it takes to do an entire map!
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Lighting only needs a bit of work if he wants it to be shiny, if he's going for a desolate and moody atmosphere. He's already there <img src="http://members.home.nl/m.borgman/ns-forum/smileys/biggrin.gif" border="0" class="linked-image" />
I might needs some more doodads though, to give it that lived in feeling
slayer20Killed a man once.Join Date: 2007-12-13Member: 63157Members, Reinforced - Shadow
<!--quoteo(post=1797490:date=Sep 3 2010, 09:59 PM:name=alibi)--><div class='quotetop'>QUOTE (alibi @ Sep 3 2010, 09:59 PM) <a href="index.php?act=findpost&pid=1797490"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hopefully it's just a test 'cause it looks like those catwalks pass right over those res nodes? no good!<!--QuoteEnd--></div><!--QuoteEEnd-->
There's plenty of room for the res nodes under those cat walks.
For a loss of words that double RT point from that angle looks stupid, as the commander will have very limited access to them because of the rail above it.
slayer20Killed a man once.Join Date: 2007-12-13Member: 63157Members, Reinforced - Shadow
<!--quoteo(post=1797557:date=Sep 4 2010, 04:44 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Sep 4 2010, 04:44 PM) <a href="index.php?act=findpost&pid=1797557"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Post your greybox time again is it?!
For a loss of words that double RT point from that angle looks stupid, as the commander will have very limited access to them because of the rail above it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Commander alpha.
Also, it's more of a test room really. And it's turning out to be more of a ready room. It's really just there for me to test out my custom models and textures.
But then you have people and aliens floating off the ground oddly in your commander mode. Yeah, up to you, but it's going to look really strange and you will misplace drops.
slayer20Killed a man once.Join Date: 2007-12-13Member: 63157Members, Reinforced - Shadow
edited September 2010
<!--quoteo(post=1797620:date=Sep 5 2010, 07:45 AM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Sep 5 2010, 07:45 AM) <a href="index.php?act=findpost&pid=1797620"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You should have a sign for the sign, Mind your head on this sign and the sign above :P<!--QuoteEnd--></div><!--QuoteEEnd-->
lol the sign is high enough so I don't think it needs a sign to warn about the warning sign :P
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited September 2010
<!--quoteo(post=1797632:date=Sep 5 2010, 05:54 PM:name=slayer20)--><div class='quotetop'>QUOTE (slayer20 @ Sep 5 2010, 05:54 PM) <a href="index.php?act=findpost&pid=1797632"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->lol the sign is high enough so I don't think it needs a sign to warn about the warning sign :P<!--QuoteEnd--></div><!--QuoteEEnd--> Would be funny though!
"if you're reading this, you're reading the wrong sign dipstick!"
slayer20Killed a man once.Join Date: 2007-12-13Member: 63157Members, Reinforced - Shadow
<!--quoteo(post=1797702:date=Sep 6 2010, 09:58 AM:name=perso)--><div class='quotetop'>QUOTE (perso @ Sep 6 2010, 09:58 AM) <a href="index.php?act=findpost&pid=1797702"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm sorry to be such a nitpicker, but please lower the lowest line a little. It doesn't seem balanced with the other text and picture atm.!<!--QuoteEnd--></div><!--QuoteEEnd-->
I am now going to make signs to warn about other signs AND make all the text uneven so that whenever you look at it, it makes you feel uneasy.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1797703:date=Sep 6 2010, 05:01 PM:name=slayer20)--><div class='quotetop'>QUOTE (slayer20 @ Sep 6 2010, 05:01 PM) <a href="index.php?act=findpost&pid=1797703"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am now going to make signs to warn about other signs AND make all the text uneven so that whenever you look at it, it makes you feel uneasy.
Just kidding. I can fix that :P<!--QuoteEnd--></div><!--QuoteEEnd--> Now you obviously need a sign that says:
Comments
Skulk almost looks hungry.
<img src="http://i.imgur.com/Jvlb1.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I really like it, though the Ground looks a bit to plain. Seeing the fat battery thingy in the middle of the room there could be some electronic terminals or energy lines that are carved in the ground like Switchboxes and the like.
Not sure how to explain any better but the outside face needs color seperation from the inside light maybe? I dunno, It will fly the way it is, very nice!
<img src="http://www.super-nova-team.com/ns2/bast/critters.jpg" border="0" class="linked-image" />
Skulk almost looks hungry.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Heh, if you could make it breakable glass, whit alot of hp, so the kharaa have the option to "free" there imprisoned friends, that would be great! :D
<!--quoteo(post=1794703:date=Aug 17 2010, 08:15 AM:name=GISP)--><div class='quotetop'>QUOTE (GISP @ Aug 17 2010, 08:15 AM) <a href="index.php?act=findpost&pid=1794703"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->
Heh, if you could make it breakable glass, whit alot of hp, so the kharaa have the option to "free" there imprisoned friends, that would be great! :D<!--QuoteEnd--></div><!--QuoteEEnd-->
Another little something. Maybe that floor is slightly busier for peoples tastes too.<!--QuoteEnd--></div><!--QuoteEEnd-->
looks like NS1 - but the upgraded version :)
We've been going for a deep, heavy, underground feeling. We have attempted to use both architecture and lighting to convey this. I find lighting particularly difficult - making areas seem dark and gloomy is a hard task when the main playing areas are to be kept well lit?
I will post a layout once we come up with one. The map is planned to be somewhat large, but with only 4 tech points and 6 rt's. We're not sure how it's going to work out, but we're determined to leave enough room for tactical variety. Unless it plays bad; then we change it.
<img src="http://dl.dropbox.com/u/3662550/NS2/Brother/Images/PYS_1/Image_Lake_01.png" border="0" class="linked-image" />
<img src="http://dl.dropbox.com/u/3662550/NS2/Brother/Images/PYS_1/Image_Outside_Cargo_01.png" border="0" class="linked-image" />
<img src="http://dl.dropbox.com/u/3662550/NS2/Brother/Images/PYS_1/Image_Rock_Face_01.png" border="0" class="linked-image" />
<img src="http://dl.dropbox.com/u/3662550/NS2/Brother/Images/PYS_1/Image_Rock_Face_02.png" border="0" class="linked-image" />
These screenshots are from 3 areas that I deem somewhat ready for public eyes. More is done, but with missing textures and intermittent lighting. If I were to venture a n estimate, I'd say we were 30% of the way towards a playable alpha. I don't know whether we will ever get all the way though, no promises. The main purpose of this post is to get feedback on lighting and style.
What do you think?
I.e. I'd like the side pillars and any columns you having running floor to ceiling be 'beefed up' and made to look more load bearing. But you've still managed to get that underground theme down quite well I think. Just that if I imagine I'm a mile underground and put myself in those rooms I think the ceiling is going to collapse on me.
good idea splitting the work load.. lord knows how much work it takes to do an entire map!
I might needs some more doodads though, to give it that lived in feeling
Just freshening up on my skills
There's plenty of room for the res nodes under those cat walks.
<img src="http://img214.imageshack.us/img214/4672/harvu.jpg" border="0" class="linked-image" />
For a loss of words that double RT point from that angle looks stupid, as the commander will have very limited access to them because of the rail above it.
For a loss of words that double RT point from that angle looks stupid, as the commander will have very limited access to them because of the rail above it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Commander alpha.
Also, it's more of a test room really. And it's turning out to be more of a ready room. It's really just there for me to test out my custom models and textures.
<img src="http://filesmelt.com/dl/randomart.jpg" border="0" class="linked-image" />
And I'm currently working on a 3d version of this:
<img src="http://filesmelt.com/dl/randomart2.jpg" border="0" class="linked-image" />
lol the sign is high enough so I don't think it needs a sign to warn about the warning sign :P
Would be funny though!
"if you're reading this, you're reading the wrong sign dipstick!"
I am now going to make signs to warn about other signs AND make all the text uneven so that whenever you look at it, it makes you feel uneasy.
Just kidding. I can fix that :P
Just kidding. I can fix that :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Now you obviously need a sign that says:
"Perso said this sign sucks"
<img src="http://imgur.com/Jl0v0.jpg" border="0" class="linked-image" />
Love the name!
A kiosk would be awsome right there, maybe even have some signs pointing at some signs of it's location?
<img src="http://www.kioskousa.com/Portals/0/Preconfigured/Kiosko%20Food%20Mall%20Kiosk.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/Jl0v0.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Best shot from you so far imho.
Love it!
Still a lot of learning with lighting and some big spaces to fill once i see how turrets and such work and the space they require.
<img src="http://www.super-nova-team.com/ns2/tempest/tempest.jpg" border="0" class="linked-image" />