I think the colour green does a lot for the map and the player. Brings out a lot of colour contrast, easy representation of danger and adds a lot to the sci-fi element of the game. Well done, loving your work so far.
<!--quoteo(post=1882975:date=Nov 1 2011, 05:06 AM:name=Zuriki)--><div class='quotetop'>QUOTE (Zuriki @ Nov 1 2011, 05:06 AM) <a href="index.php?act=findpost&pid=1882975"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So the TSA was pumping carbonated fluorescence ink! Really though, it's really green. What is it supposed to represent? Acid? I've never seen green acid. Nuclear waste? There is no green nuclear waste afaik!<!--QuoteEnd--></div><!--QuoteEEnd--> Everything in the NS universe can be explained with nanites. So nanites.
thanks guys, that tech point room took a long time. the acid/toxic waste/sludge is what it is. don't touch it or try to swim on it, you'll die. it's just a texture on a plane with a death trigger slightly above it. this does mean that you could potentially build on it and put infestation on it, nothing i can do about it as the game stands.
finishing waste management node means i have cargo tech point, sat comm rt, waterfall rt, the bridge between research and waterfall, mess hall (room between cargo and bridge), and some vents to prop and texture. after that i wanna touch up helipad (i started there and have learned a lot since then and would like to make it look a little better). then i have to put in pathing points and rerun the minimap creation stuff and we should be ready for beta testing. timeframe? hard to tell, all i can do is keep plugging away.
i was also gonna move the readyroom under the map and connect it to the inaccessible parts of the sewers... that will be after i release it for playtesting though.
<!--quoteo(post=1883768:date=Nov 4 2011, 07:07 PM:name=######bass)--><div class='quotetop'>QUOTE (######bass @ Nov 4 2011, 07:07 PM) <a href="index.php?act=findpost&pid=1883768"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So you should really make a new video of it. just sayin. this and veil are pretty much the only cool custom maps so far.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1884948:date=Nov 14 2011, 02:30 PM:name=BJHBnade_spammer)--><div class='quotetop'>QUOTE (BJHBnade_spammer @ Nov 14 2011, 02:30 PM) <a href="index.php?act=findpost&pid=1884948"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->you should post some more screen shots of the map in the latest build with with atmospherics on. just so we can see how your lighting is.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1883792:date=Nov 4 2011, 08:42 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Nov 4 2011, 08:42 PM) <a href="index.php?act=findpost&pid=1883792"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->not anymore, summit is official now.<!--QuoteEnd--></div><!--QuoteEEnd--> True, but you can't give UWE credit for a map they didn't participate in building (initially). The new improvements however, I give full credit to UWE (which are amazing btw).
They don't normally respond to small things like that.<!--QuoteEnd--></div><!--QuoteEEnd-->
he must be eager to see it with atmos too lol
the way your map is something makes me think it will look even more awesome with atmospheric on. but not gonna get hopes up stuff never turns out the way you think.
plus i want to see what a cavernous map with a good amount of openness would look like with atmospheric lighting
They don't normally respond to small things like that.<!--QuoteEnd--></div><!--QuoteEEnd-->
haha, i know right, makes me think its a motivational push. stupid skyrim. i have tomorrow off, ill spend the majority of it freelancing/mapping.
so far the atmospherics didn't really do much for the map, i didnt notice a difference at all, maybe i'm doing it wrong. i'll turn them on for the next batch of screenshots. Sat Comm Node is next on the schedule.
if that is the case when 188 comes out you should re work on the lighting so there is some what of atmospheric lighting i think if you worked on that some you could make the map look even more awesome than it already is.
<!--quoteo(post=1885383:date=Nov 17 2011, 08:46 PM:name=BJHBnade_spammer)--><div class='quotetop'>QUOTE (BJHBnade_spammer @ Nov 17 2011, 08:46 PM) <a href="index.php?act=findpost&pid=1885383"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->love the sunset look
maby that is the next thing they can add day time and night time transitions. would look cool with windows looking outside and a moving skyline
or moving stars for outer space maps<!--QuoteEnd--></div><!--QuoteEEnd-->
You could sort-of do a day-night transition. I have a cinematic file in my collection which is a planet rotating to scale with the Earth's rotation (it takes 24hours to rotate). But really the only way you'll actually see the change is if you sit playing one game for several hours without disconnecting from the server at all. But I'm not sure if cinematics reset at the end of each match.
it would have to be something quicker than 24hours then is there any way to speed up cinematics? something like 1-2 hours would probably work if you take in to account game times. my question is just does the lighting change with the cinematic?
2 rooms left. here's satellite communications (resource node) and cargo (tech point) and a couple pix of marine start and the bridge leading to the waterfall cave.
I'm probably not saying anything new here, but what the hell.
That waterfall portion of the map looks amazing from what I can see. I'm concerned about my ability as a Marine to effectively fight Lerks and Skulks in such an open, multi-level environment, though.
Big fan of the ceiling in this room <a href="http://i1161.photobucket.com/albums/q519/thenothinggod/ns22012-04-1122-56-48-97.jpg" target="_blank">http://i1161.photobucket.com/albums/q519/t...22-56-48-97.jpg</a>
<!--quoteo(post=1924612:date=Apr 12 2012, 09:55 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Apr 12 2012, 09:55 AM) <a href="index.php?act=findpost&pid=1924612"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Could you tone down the brightness on the waterfall?
Big fan of the ceiling in this room <a href="http://i1161.photobucket.com/albums/q519/thenothinggod/ns22012-04-1122-56-48-97.jpg" target="_blank">http://i1161.photobucket.com/albums/q519/t...22-56-48-97.jpg</a><!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think so. I haven't figured out how to control the lighting in cinematics yet. I would love to have it fall into gradual darkness at the bottom.
The satellite resource node area looks fantastic I'm really liking it, it looks some what like my original marine spawn that I scrapped, my only gripe is the lighting throughout the map is looking rather bland, it's all a dull white, try throwing a few spot lights in there and give those servers a slight green glow, nothing too harsh but anything that breaks up the lighting a bit. Other than that It's all looking really good, reminds me of the original NS 1 maps like a mixture of Hera and Tanith.
Comments
Brings out a lot of colour contrast, easy representation of danger and adds a lot to the sci-fi element of the game.
Well done, loving your work so far.
<!--quoteo(post=1882975:date=Nov 1 2011, 05:06 AM:name=Zuriki)--><div class='quotetop'>QUOTE (Zuriki @ Nov 1 2011, 05:06 AM) <a href="index.php?act=findpost&pid=1882975"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So the TSA was pumping carbonated fluorescence ink! Really though, it's really green. What is it supposed to represent? Acid? I've never seen green acid. Nuclear waste? There is no green nuclear waste afaik!<!--QuoteEnd--></div><!--QuoteEEnd-->
Everything in the NS universe can be explained with nanites.
So nanites.
finishing waste management node means i have cargo tech point, sat comm rt, waterfall rt, the bridge between research and waterfall, mess hall (room between cargo and bridge), and some vents to prop and texture. after that i wanna touch up helipad (i started there and have learned a lot since then and would like to make it look a little better). then i have to put in pathing points and rerun the minimap creation stuff and we should be ready for beta testing. timeframe? hard to tell, all i can do is keep plugging away.
thanks for the support!
Don't forget ns2_noname and ns2_descent.
not anymore, summit is official now.
whats the code to turn the atmospherics on?
r_atmospherics true
That's odd...
They don't normally respond to small things like that.
True, but you can't give UWE credit for a map they didn't participate in building (initially). The new improvements however, I give full credit to UWE (which are amazing btw).
They don't normally respond to small things like that.<!--QuoteEnd--></div><!--QuoteEEnd-->
he must be eager to see it with atmos too
lol
the way your map is something makes me think it will look even more awesome with atmospheric on. but not gonna get hopes up stuff never turns out the way you think.
plus i want to see what a cavernous map with a good amount of openness would look like with atmospheric lighting
<img src="http://dl.dropbox.com/u/6702975/ns2/NS2%202011-11-11%2014-23-10-58.jpg" border="0" class="linked-image" />
Skyfalls is looking great btw :) Keep going with it!
maby that is the next thing they can add day time and night time transitions. would look cool with windows looking outside and a moving skyline
or moving stars for outer space maps
They don't normally respond to small things like that.<!--QuoteEnd--></div><!--QuoteEEnd-->
haha, i know right, makes me think its a motivational push. stupid skyrim. i have tomorrow off, ill spend the majority of it freelancing/mapping.
so far the atmospherics didn't really do much for the map, i didnt notice a difference at all, maybe i'm doing it wrong. i'll turn them on for the next batch of screenshots. Sat Comm Node is next on the schedule.
Thanks for the feedback guys!
maby that is the next thing they can add day time and night time transitions. would look cool with windows looking outside and a moving skyline
or moving stars for outer space maps<!--QuoteEnd--></div><!--QuoteEEnd-->
You could sort-of do a day-night transition. I have a cinematic file in my collection which is a planet rotating to scale with the Earth's rotation (it takes 24hours to rotate). But really the only way you'll actually see the change is if you sit playing one game for several hours without disconnecting from the server at all. But I'm not sure if cinematics reset at the end of each match.
Most games rotate faster than Earth ;)
Please let me know your opinions. Thanks!
<img src="http://i1161.photobucket.com/albums/q519/thenothinggod/ns22012-04-1122-35-54-29.jpg" border="0" class="linked-image" />
<img src="http://i1161.photobucket.com/albums/q519/thenothinggod/ns22012-04-1122-37-40-86.jpg" border="0" class="linked-image" />
<img src="http://i1161.photobucket.com/albums/q519/thenothinggod/ns22012-04-1122-47-47-98.jpg" border="0" class="linked-image" />
<img src="http://i1161.photobucket.com/albums/q519/thenothinggod/ns22012-04-1122-48-17-45.jpg" border="0" class="linked-image" />
<img src="http://i1161.photobucket.com/albums/q519/thenothinggod/ns22012-04-1122-49-03-35.jpg" border="0" class="linked-image" />
<img src="http://i1161.photobucket.com/albums/q519/thenothinggod/ns22012-04-1122-49-15-40.jpg" border="0" class="linked-image" />
<img src="http://i1161.photobucket.com/albums/q519/thenothinggod/ns22012-04-1122-49-51-85.jpg" border="0" class="linked-image" />
<img src="http://i1161.photobucket.com/albums/q519/thenothinggod/ns22012-04-1122-56-48-97.jpg" border="0" class="linked-image" />
<img src="http://i1161.photobucket.com/albums/q519/thenothinggod/ns22012-04-1122-57-24-15.jpg" border="0" class="linked-image" />
<img src="http://i1161.photobucket.com/albums/q519/thenothinggod/ns22012-04-1122-59-11-40.jpg" border="0" class="linked-image" />
That waterfall portion of the map looks amazing from what I can see. I'm concerned about my ability as a Marine to effectively fight Lerks and Skulks in such an open, multi-level environment, though.
Like this?
<img src="http://i.imgur.com/WdgTv.jpg" border="0" class="linked-image" />
Big fan of the ceiling in this room
<a href="http://i1161.photobucket.com/albums/q519/thenothinggod/ns22012-04-1122-56-48-97.jpg" target="_blank">http://i1161.photobucket.com/albums/q519/t...22-56-48-97.jpg</a>
Like this?
<img src="http://i.imgur.com/WdgTv.jpg" border="0" class="linked-image" />
Big fan of the ceiling in this room
<a href="http://i1161.photobucket.com/albums/q519/thenothinggod/ns22012-04-1122-56-48-97.jpg" target="_blank">http://i1161.photobucket.com/albums/q519/t...22-56-48-97.jpg</a><!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think so. I haven't figured out how to control the lighting in cinematics yet. I would love to have it fall into gradual darkness at the bottom.
Other than that It's all looking really good, reminds me of the original NS 1 maps like a mixture of Hera and Tanith.