Re: Unnamed Industrial
Posted by ReNo on
Sun Feb 15th 2004 at 4:11pm
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Yesterday I felt in the mood for some mapping but couldn't decide on a theme, so I decided to base a map on the DM map in the UT2004 demo. So far its just a room, sort of the concept area for the level's style. Also note that the room isn't finished, the ceiling is temporary and its not sealed at the ends. Obviously I've not worked on it for long but I'd be interested in hearing comments on the style.
Re: Unnamed Industrial
Posted by matt on
Sun Feb 15th 2004 at 4:32pm
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Looking great ReNo, Much better than the DM map that comes with the demo. Hope you finnish it!
Re: Unnamed Industrial
Posted by Monqui on
Sun Feb 15th 2004 at 4:44pm
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I love the second pic through and through (well, there are a few minor things, but seeing as this is just the start I'll wait for a while)- but in the first- I really don't think that the ramp on the second floor really fits. If you were modelling this after a real life structure, what purpose would a ramp in that area have? It just seems pretty out of place. I'm probably alone on this though...
Otherwise, I think it's a really awesome start.
Re: Unnamed Industrial
Posted by ReNo on
Sun Feb 15th 2004 at 4:47pm
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The ramp lowers the height of the platform, meaning you can drop onto the floor without taking damage, and it also means that you can jump across the room to it from the platform opposite (which in these screenshots doesn't exist as the ceiling comes down and blocks it). I see your point but for gameplay it has its benefits I think.
And please, let me know your niggles, I realise there aren't many other things to mention at this stage :biggrin:
Re: Unnamed Industrial
Posted by Leperous on
Sun Feb 15th 2004 at 5:04pm
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I'd suggest you make the ceiling really dark, and stick a few red lights/glows up there...
Re: Unnamed Industrial
Posted by Gollum on
Sun Feb 15th 2004 at 5:14pm
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So far so good :smile: You've certainly done a good job capturing the style of that level. My only advice at the moment is this: don't get c**ky and try to recreate Ons_Torlan as well :wink:
Re: Unnamed Industrial
Posted by ReNo on
Sun Feb 15th 2004 at 5:21pm
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Yeah the ceiling definately needs work lep, not too sure where to go with it, but I don't want it as simple and crappy as it currently is. The lighting is also very rudimentary at the moment, some colour would definately help me thinks...
Ok, no Torlan, but how about as_convoy? :wink:
Re: Unnamed Industrial
Posted by Monqui on
Sun Feb 15th 2004 at 5:30pm
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The other little things dealt with the lighting (well, mostly the light fixtures themselves- I don't like the pure white tex. on 'em). I agree with Lep in the sense that the ceiling should be much darker... I dunno how red lighting would look up there though...
That, and have you tried using the "space" skybox instead of just night? I think the black would go much better with the rusty grey theme of the rest of it.
Re: Unnamed Industrial
Posted by scary_jeff on
Sun Feb 15th 2004 at 5:37pm
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What texture set is that? (feel free to laugh at me if they are hl/tfc ones)
Re: Unnamed Industrial
Posted by ReNo on
Sun Feb 15th 2004 at 5:50pm
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Pretty much all from shaderlab, his industrial ones are pretty nice.
The lighting definately needs work, as it is the white is a bit boring. The skybox is only a temporary enclosure, I don't think I will actually be needing much of a skybox in this, I intend for it all to be inside.
Re: Unnamed Industrial
Posted by matt on
Sun Feb 15th 2004 at 7:29pm
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So are you going to create the whole level, or just use a custom layout?
Re: Unnamed Industrial
Posted by Dr Brasso on
Sun Feb 15th 2004 at 7:55pm
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i like it very much duncan, you havent lost your touch; but alas, i am quite ...um....not fond anymore....of that set of textures....can i interest you in some customs??... :heee:
Doc Brass... :dodgy:
Re: Unnamed Industrial
Posted by Crackerjack on
Sun Feb 15th 2004 at 10:44pm
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Personally i find it to be quite boring. Lighting as you said in previous posts.. needs to be fixed. There is way to much white in there. Needs less white.. the whole area looks like the same shade of white.. less every other floor square. Then again this is just a start.
Just keep working on it.. add some more color to it and see what happens.
Re: Unnamed Industrial
Posted by scary_jeff on
Sun Feb 15th 2004 at 11:03pm
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Where do I get shaderlab textures while the website is 'under construction'? I tried the wadfather, but for some reason it's too slow to be useable.
Re: Unnamed Industrial
Posted by Dietz on
Sun Feb 15th 2004 at 11:05pm
Posted
2004-02-15 11:05pm
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I agree with crackerjack... the bottom bricks look fine, but you need to replace everything above that with something darker... preferably dark concrete or tin/metal of some sort...
Re: Unnamed Industrial
Posted by Dietz on
Mon Feb 16th 2004 at 12:27am
Posted
2004-02-16 12:27am
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/me wonders if Orpheus understands the function of the grooves in tin panels...
Re: Unnamed Industrial
Posted by Dr Brasso on
Mon Feb 16th 2004 at 2:53am
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bah....who said ya cant turn it sideways...seen it done many times in real life, especially in internal areas..... :razz:
Doc B... :dodgy:
Re: Unnamed Industrial
Posted by ReNo on
Mon Feb 16th 2004 at 10:10am
Posted
2004-02-16 10:10am
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I didn't have much time to work on this last night unfortunately, so these new screenshots are basically the same, although its textures are slightly modified and its now a proper encased room (but the end walls and upper floors are quite unfinished).
I didn't see most of these replies until now so none of the latter ones have been taken into account. I don't have time to answer everyone's crits just now as I'm in a lab, but will do later. Thanks a lot for all the input people :smile:
Re: Unnamed Industrial
Posted by Leperous on
Mon Feb 16th 2004 at 11:38am
Posted
2004-02-16 11:38am
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It looked a bit better being un-encased :/ And too much white light! slaps
Re: Unnamed Industrial
Posted by Jinx on
Mon Feb 16th 2004 at 12:18pm
Posted
2004-02-16 12:18pm
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the new (3rd) pic looks great, though the lighting needs some work. perhaps if you used light_spots, set to face down but with a fairly wide angle you could make it a bit more contrasty? and those fixtures scream for some gratuitous env_glow action :biggrin:
oh, and the fixtures might look a little more interesting, and less 'slapped on', if you widened their bases with some vertex manipulation. ie from a side view it would look:
\__________/ rather than just square |__________|
it's a simple thing, and it adds no polies, but it might make things look more smooth and less 'squarish'. though I guess it's just a matter of taste.
Re: Unnamed Industrial
Posted by Adam Hawkins on
Mon Feb 16th 2004 at 1:20pm
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Brushwork and textures look dandy to me - possibly just needs some tweaking of the lights to add some depth with shadows etc :smile:
Re: Unnamed Industrial
Posted by Orpheus on
Mon Feb 16th 2004 at 1:33pm
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since the rad portion of a map usually increases tremendously with each added light, i always found it best to add them at the end of a maps created life.. in this way you get quicker compiles, and you can more easily establish how the map will feel when its done..
right now what do we have? basically one area, you cannot really foretell how this map will be with the addition of a few more areas, at least i never could..
anyways duncan, IMO concentrate on design, save the lighting comments for later in the process, cause now you will only change it umpteen times till then anyways.
take the comments seriously, just don't act on them just yet, save the lights for later... add just enuff to be able to see the textures in all their glory, later you can shade some portions to add atmosphere, right now, its a waste of time.
/ 2 cents
Re: Unnamed Industrial
Posted by ReNo on
Mon Feb 16th 2004 at 1:39pm
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I was aiming for a "light" industrial map with this, however it certainly seems to be the general opinion that it would look a little better if it was darker, so I guess I can give it a shot. Lighting really is still basic, I havent really had the time to work on it. To be honest I'm crying out for new textures, the standard ones are rather boring, but I'm yet to really see any custom ones that fit the real world theme.
Anyway, here are some specific replies...
Matt...
I don't know where I'm going with this really, just felt like doing some mapping. It may end up quite like the UT map in general but will more likely be a fusion of very similar areas and entirely different areas.
Brasso...
To be honest I think the texture set is rather UNDER used, I see very few maps using it, or at least very few for HLDM. As is I'm happy with the set, but I'll keep you in mind should I feel the need for new ones. Thanks for the offer :smile:
CJ...
Hehe, I just knocked them up ages ago and they appear to be endlessly useful :biggrin: But you will notice they are already gone, no more circles...at least in this room. Not a bad idea about the HL2 prison style ceiling, I hadn't thought of that. The new ceiling does the job but I'm not exactly blown away by it, it may be worth experimenting with something new.
Crackerjack...
The most annoying thing is that is has become more boring as it has developed - initially I thought it had great potential, but now I'm just seeing it as a rather bland industrial room. Lighting definately has a prominent role in making it so however, so I think with a little work it will improve matters. Once the ends of the room are just boxed off walls it should also have a helping hand...I hope :wink:
Jeff...
I got the lot of his website and combined them into a wad. I'm afraid I know of no other place to get them :sad:
Dietz...
I'll try some darker textures, perhaps it is a little bright all around (not just in a lighting sense). Maybe the dark rust against the light textures is one of the things that makes it rather "ugly", although I personally wouldn't use quite such a derogative term :smile:
Orph...
That texture is gone for now, though I am quite fond of it in general. It will most likely appear again somewhere around the place :smile: I personally think it looks much better with the groves horizontal, regardless of technical feasability.
Pegs...
What do you mean by Doom 3 lighting; heavily contrasting spotlights? Its something I think would be nice but not to excess, everything in moderation, as they say :smile:
Lep...
The white lights are STILL temporary...there are small blue ones on the second floor now too w000t :razz: The encasing is also temporary, perhaps I shoulda left it unencased in order to show it is definately still WIP, perhaps this suggests it is an actual complete room.
Jinx...
All 3 of the screenshots are new, but I see what you mean, the third is of an area unshown before. I like that part but it is far too bright in there with the white lighting. Which fixtures are you meaning, the light fixtures themselves? If so I guess I could try it, but the square look tends to be more realistic, I can't imagine the bevelling doing it any favours.
Thanks for all the feedback guys, much appreciated :smile:
Re: Unnamed Industrial
Posted by ReNo on
Mon Feb 16th 2004 at 1:41pm
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Adam...
I am very pleased with certain aspects of the area, in terms of brushwork in particular. The details are to my liking but the general room itself needs work I reckon....and lighting too, naturally.
Orph...
Personally I find it easier to tweak an area as a "concept" area, to find the correct texture set, lighting style, and so on. This way you can use this area as reference, and knowing that it is how you want the theme to be, work with its textures and lighting as a base. Each to their own, as they say, of course :smile:
Re: Unnamed Industrial
Posted by Orpheus on
Mon Feb 16th 2004 at 1:45pm
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considering, if one compares our works its like the proverbial "Apples and Oranges"
you do fine bud, it was just a thought, but i bet you money, if you keep track, you will in reality change the lighting quite a few times, just as i said,BUT, if thats the preferred method, then by all means use it cause,it works for you :smile:
Re: Unnamed Industrial
Posted by Adam Hawkins on
Mon Feb 16th 2004 at 2:48pm
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It doesn't necessarily need to be a dark map. There's some interesting brushwork which could cast some nice shadows... :smile:
Re: Unnamed Industrial
Posted by Dietz on
Mon Feb 16th 2004 at 11:24pm
Posted
2004-02-16 11:24pm
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Hmm... since it is inspired by a Unreal Tournament map, perhaps you should use UT (type) textures? Currently, it reminds me of a CS map or something ... (de_comrade/vertigo/whatever else Barney has made)
Re: Unnamed Industrial
Posted by wacokid on
Wed Feb 18th 2004 at 3:02am
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reno why are your maps so sexy?
Re: Unnamed Industrial
Posted by Failsafe on
Wed Feb 18th 2004 at 3:04am
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He sold his soul to the devil**
**As stated by vash, about the creators of maps like this
Re: Unnamed Industrial
Posted by Dr Brasso on
Wed Feb 18th 2004 at 4:42am
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duncan, i really like yer work bud, you know that, but for some reason this just doesnt have the same flair you normally exude.....are you mellowing in yer...umm...old age??... :heee: ...or is there a specific theme yer going for?....i ask because it doesnt seem to be to your usual excellent standards.....ok, ill shut up now...**bows in respect... :smile:
Doc Brass... :dodgy:
Re: Unnamed Industrial
Posted by ReNo on
Wed Feb 18th 2004 at 12:16pm
Posted
2004-02-18 12:16pm
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Perhaps its lack of practice as of late :smile: I've enjoyed mucking around with this but unfortunately it really looks like this semester (and I'm guessing the remainder of my uni life) I'm gonna have next to no time for mapping. So this is gonna be just another folder in my mapping archives I reckon :smile: You never know, it might turn into something, but fingers crossed I might be heading off for another snowboarding holiday in march, and if so then thats about all the time I can afford to slack off from coursework.
The thing is I really do want to release one last HLDM map. My last release Vanguard was horrendously unfinished, and while I was quite pleased with some of it it didn't nearly live up to what I had in mind. That leaves my last official release as Seneca, which was a fun little map and I'm really happy with it, but it was a small project, not something I'd like to end with.
Re: Unnamed Industrial
Posted by Cassius on
Wed Feb 18th 2004 at 9:40pm
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I don't see what's so bad. Sure, the sucker could use some more curvage, but I think it just needs some new textures for the brown metal and it'll be fine.
Re: Unnamed Industrial
Posted by ReNo on
Thu Feb 19th 2004 at 1:10pm
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You think the rust needs to be changed? I actually quite liked the rust textures, of which there are two that I used interchangingly.
Re: Unnamed Industrial
Posted by Cassius on
Thu Feb 19th 2004 at 5:03pm
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From a distance, it looks like one flat color - I was thinking it to be halflife.wad material.