<!--quoteo(post=1872494:date=Sep 1 2011, 02:10 PM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Sep 1 2011, 02:10 PM) <a href="index.php?act=findpost&pid=1872494"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Personally I don't know, but if someone more familiar to the cinematic editor could answer that and perhaps do a tutorial, I would be hugely grateful. It's a good idea and one I've wondered about some time<!--QuoteEnd--></div><!--QuoteEEnd-->
I think thats pretty much possible, ill try my hand at it but it will have to wait till i get my RAM back from OCZ's RMA, which will be the 13th according to FEDex, they are shipping it in from Taiwan (lol)
<!--quoteo(post=1873552:date=Sep 7 2011, 10:29 PM:name=konata)--><div class='quotetop'>QUOTE (konata @ Sep 7 2011, 10:29 PM) <a href="index.php?act=findpost&pid=1873552"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The latest shots are a bit bland. Where's the clear and defined lighting before?<!--QuoteEnd--></div><!--QuoteEEnd-->
contrast is what makes those rooms stand out. I feel safe in those colorful rooms. I feel very unsafe in that dark shadowy room. Well done!
<!--quoteo(post=1872494:date=Sep 1 2011, 01:10 PM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Sep 1 2011, 01:10 PM) <a href="index.php?act=findpost&pid=1872494"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Personally I don't know, but if someone more familiar to the cinematic editor could answer that and perhaps do a tutorial, I would be hugely grateful. It's a good idea and one I've wondered about some time<!--QuoteEnd--></div><!--QuoteEEnd--> Yes, it's very easy, the problem is you have to edit the light from within the cinematic editor and that makes it difficult to picture how it looks in game. You could always take the power-node cinematic for the light though, I think that is separate from the actual power node itself...
EDIT: ...\natural selection 2\ns2\cinematics\common\powerpoint_damaged.cinematic It doesn't have the little bulb though, so you'll need to find one of those.
well with the rotating light you could do a lot to atmosphere not even in this room or map, i mean in every good sci fi horror movie you got them cuz they make clear ok something happend here earlier and this is at a dangrous state, people tend to subconsciously notice when they see those little flashing lights that ###### going on here ^^
if you can take them from the cinematic editor is there a way even to change to color or/and adjust speed and stuff? so customize them a bit ? would be awesome cuz they add so much dynamic and live to an empty area or to say it with the words of and 3dfx artist :
no good scifi without the right lighting!
well nevertheless you lighting is awesome so far ;-) cant wait to see more rooms and hallways... did anyone made a cantina so far for an ns2 map ?
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Coolant looks great. Love the depth, all the layers and shapes. I agree with others that it is a tad too dark, although there are plenty of lights. Instead of adding more lights, I'd crank up some lights (to add a little more contrast aswell) and add a weak point light for some ambient light to get rid of some black shadows.
Also here is a tutorial for a rotating warning light: <a href="http://www.unknownworlds.com/forums/index.php?showtopic=111668" target="_blank">http://www.unknownworlds.com/forums/index....howtopic=111668</a>
Very Pretty Map, The lighting is amazing and I like how the concept art of Alien Spawn was replicated! It has A L O T of potential! I like it! +kudos sir
The game isn't even released... And we already see some awesome maps comming, I got a tear in my eye. Seriously, your map looks very very good, but as some people stated, the last room you showed lacks of something, maybe it's juste too dark. And +1 for the dynamic effects, there should be plenty of them, after all that's one of the reasons why UWE has built a new engine! I so wish there's also going to be stuff like elevators and other triggers possible in the engine =O That would be cool!
fmpone don't be deterred about that one room being dark. please leave it like that!
Think of it this way, in summit, if the marine team is competitive, aliens have a difficult time holding crossroads just because of it's proximity to marine start. Now if there was one room, just one measly room that marines had to go through to get to crossroads, and it was extremely dark... oh boy... implications are vivid... A rush to said hive after commander discovery would be extremely high tension if the separating room was designed like this. looooooooooooooooooooooooooooove it
<!--quoteo(post=1875727:date=Sep 20 2011, 05:54 PM:name=Commie Spy)--><div class='quotetop'>QUOTE (Commie Spy @ Sep 20 2011, 05:54 PM) <a href="index.php?act=findpost&pid=1875727"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->fmpone don't be deterred about that one room being dark. please leave it like that!
Think of it this way, in summit, if the marine team is competitive, aliens have a difficult time holding crossroads just because of it's proximity to marine start. Now if there was one room, just one measly room that marines had to go through to get to crossroads, and it was extremely dark... oh boy... implications are vivid... A rush to said hive after commander discovery would be extremely high tension if the separating room was designed like this. looooooooooooooooooooooooooooove it<!--QuoteEnd--></div><!--QuoteEEnd-->
R U that Commie who likes to play Company Of Heroes?
I had a feeling that I knew that scene from somewhere : <a href="http://rudolfherczog.deviantart.com/art/Underworld-53223566?q=gallery%3Arudolfherczog%2F21405814&qo=12" target="_blank">http://rudolfherczog.deviantart.com/art/Un...05814&qo=12</a>
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
edited September 2011
<!--quoteo(post=1876149:date=Sep 21 2011, 02:52 PM:name=brechtos)--><div class='quotetop'>QUOTE (brechtos @ Sep 21 2011, 02:52 PM) <a href="index.php?act=findpost&pid=1876149"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I had a feeling that I knew that scene from somewhere : <a href="http://rudolfherczog.deviantart.com/art/Underworld-53223566?q=gallery%3Arudolfherczog%2F21405814&qo=12" target="_blank">http://rudolfherczog.deviantart.com/art/Un...05814&qo=12</a>
:)<!--QuoteEnd--></div><!--QuoteEEnd-->
Ya. I managed to get closer in subsequent updates, but I lost the enthusiasm for this style of mapping. It's fun, but you can't join many different pieces of concept art by different artists into a coherent whole, without losing what made the individual pieces special in the first place. That's the major reason this map was probably doomed from the start.
On a more positive note, I still like the various ideas that went into each area with the concept art pieces and really liked stitching them all together, so maybe I'll return to this map some day.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1876154:date=Sep 21 2011, 03:46 PM:name=konata)--><div class='quotetop'>QUOTE (konata @ Sep 21 2011, 03:46 PM) <a href="index.php?act=findpost&pid=1876154"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I thought this was all original work. Although it seems like you're just good at copying everyone elses concepts :(
Nice work but still, where's the creativity. Where's the real fmpone?<!--QuoteEnd--></div><!--QuoteEEnd-->
Meh.
Making a map based off concept art is not exactly a new idea. Besides, the first shot is original work and it's better than the second two, at least as I see it. Go look at tram and yell at the official artists on the NS2 team or any other level designer in the games industry if you've got a problem with this approach.
<!--quoteo(post=1876151:date=Sep 21 2011, 08:10 PM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Sep 21 2011, 08:10 PM) <a href="index.php?act=findpost&pid=1876151"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ya. I managed to get closer in subsequent updates, but I lost the enthusiasm for this style of mapping. It's fun, but you can't join many different pieces of concept art by different artists into a coherent whole, without losing what made the individual pieces special in the first place. That's the major reason this map was probably doomed from the start.
On a more positive note, I still like the various ideas that went into each area with the concept art pieces and really liked stitching them all together, so <b><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->maybe I'll return to this map some day.<!--sizec--></span><!--/sizec--></b><!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1929833:date=Apr 26 2012, 12:55 AM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Apr 26 2012, 12:55 AM) <a href="index.php?act=findpost&pid=1929833"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We meet again, old friend. And this time around, you won't be violating any copyrights or intellectual property! XD<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
I think thats pretty much possible, ill try my hand at it but it will have to wait till i get my RAM back from OCZ's RMA, which will be the 13th according to FEDex, they are shipping it in from Taiwan (lol)
contrast is what makes those rooms stand out. I feel safe in those colorful rooms. I feel very unsafe in that dark shadowy room. Well done!
Yes, it's very easy, the problem is you have to edit the light from within the cinematic editor and that makes it difficult to picture how it looks in game. You could always take the power-node cinematic for the light though, I think that is separate from the actual power node itself...
EDIT: ...\natural selection 2\ns2\cinematics\common\powerpoint_damaged.cinematic It doesn't have the little bulb though, so you'll need to find one of those.
EDIT2: Forgot to mention how this...
<img src="http://img36.imageshack.us/img36/2802/spines2.png" border="0" class="linked-image" />
Looks like a cathedral of sorts. It also reminds me of the temple level thing from Halo 3.
if you can take them from the cinematic editor is there a way even to change to color or/and adjust speed and stuff? so customize them a bit ?
would be awesome cuz they add so much dynamic and live to an empty area or to say it with the words of and 3dfx artist :
no good scifi without the right lighting!
well nevertheless you lighting is awesome so far ;-) cant wait to see more rooms and hallways... did anyone made a cantina so far for an ns2 map ?
I agree with others that it is a tad too dark, although there are plenty of lights.
Instead of adding more lights, I'd crank up some lights (to add a little more contrast aswell) and add a weak point light for some ambient light to get rid of some black shadows.
Also here is a tutorial for a rotating warning light:
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=111668" target="_blank">http://www.unknownworlds.com/forums/index....howtopic=111668</a>
Seriously, your map looks very very good, but as some people stated, the last room you showed lacks of something, maybe it's juste too dark. And +1 for the dynamic effects, there should be plenty of them, after all that's one of the reasons why UWE has built a new engine! I so wish there's also going to be stuff like elevators and other triggers possible in the engine =O That would be cool!
Think of it this way, in summit, if the marine team is competitive, aliens have a difficult time holding crossroads just because of it's proximity to marine start. Now if there was one room, just one measly room that marines had to go through to get to crossroads, and it was extremely dark... oh boy... implications are vivid... A rush to said hive after commander discovery would be extremely high tension if the separating room was designed like this. looooooooooooooooooooooooooooove it
Think of it this way, in summit, if the marine team is competitive, aliens have a difficult time holding crossroads just because of it's proximity to marine start. Now if there was one room, just one measly room that marines had to go through to get to crossroads, and it was extremely dark... oh boy... implications are vivid... A rush to said hive after commander discovery would be extremely high tension if the separating room was designed like this. looooooooooooooooooooooooooooove it<!--QuoteEnd--></div><!--QuoteEEnd-->
R U that Commie who likes to play Company Of Heroes?
I had a feeling that I knew that scene from somewhere : <a href="http://rudolfherczog.deviantart.com/art/Underworld-53223566?q=gallery%3Arudolfherczog%2F21405814&qo=12" target="_blank">http://rudolfherczog.deviantart.com/art/Un...05814&qo=12</a>
:)
:)<!--QuoteEnd--></div><!--QuoteEEnd-->
Ya. I managed to get closer in subsequent updates, but I lost the enthusiasm for this style of mapping. It's fun, but you can't join many different pieces of concept art by different artists into a coherent whole, without losing what made the individual pieces special in the first place. That's the major reason this map was probably doomed from the start.
On a more positive note, I still like the various ideas that went into each area with the concept art pieces and really liked stitching them all together, so maybe I'll return to this map some day.
Nice work but still, where's the creativity. Where's the real fmpone?
Nice work but still, where's the creativity. Where's the real fmpone?<!--QuoteEnd--></div><!--QuoteEEnd-->
Meh.
Making a map based off concept art is not exactly a new idea. Besides, the first shot is original work and it's better than the second two, at least as I see it. Go look at tram and yell at the official artists on the NS2 team or any other level designer in the games industry if you've got a problem with this approach.
The COMMIES don't think so. Do you?
On a more positive note, I still like the various ideas that went into each area with the concept art pieces and really liked stitching them all together, so <b><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->maybe I'll return to this map some day.<!--sizec--></span><!--/sizec--></b><!--QuoteEnd--></div><!--QuoteEEnd-->
sad to hear mang.
I'm focusing on veil. Trust me, that map will eventually look better than this one :)
Christ another gorgeous map to look forward to.
I'd hate to see such a GORGEOUS map not be finished!