CO_Aerie Preview

CO_Aerie Preview

Re: CO_Aerie Preview Posted by Cash Car Star on Wed Sep 24th 2003 at 6:26am
Cash Car Star
1260 posts
Posted 2003-09-24 6:26am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
In contrast to my usual inactivity, I've recently been hunkering down a tiny bit, working on my last serious map, trying to touch it up. This map was originally created in two weeks in February to rush it in on time for playtesting for some version or another. I couldn't build it as fast as I had hoped and dropped out rather than release a map missing a hive area. Anyway, so I've never gotten around to completing the map, but now I hear about this new gameplay mode and I wanna try. As of now, I'm mostly trying to add a marine spawn and rework a few routes to make up for the chunks of the map I cut out. Hopefully, I can get this map to Flayra soon for use as a CO_ beta map. Onto the screenshots:

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Obviously ignore the CC, I just haven't bothered taking it out yet. So, thoughts?
Re: CO_Aerie Preview Posted by Cassius on Wed Sep 24th 2003 at 2:26pm
Cassius
1989 posts
Posted 2003-09-24 2:26pm
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
Looks like it's an office building in some of the screens.
Re: CO_Aerie Preview Posted by Hornpipe2 on Wed Sep 24th 2003 at 8:34pm
Hornpipe2
636 posts
Posted 2003-09-24 8:34pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Far more awesome than my Ready Room.  Lookin' pretty nice.

PS - might lighten up the screens a bit.  Are you using an env_gamma in your map yet?
Re: CO_Aerie Preview Posted by Leperous on Wed Sep 24th 2003 at 9:47pm
Leperous
3382 posts
Posted 2003-09-24 9:47pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Looks a bit flat & boring colour wise, from your lighting and seemingly low-res textures :sad:
Re: CO_Aerie Preview Posted by Gollum on Wed Sep 24th 2003 at 9:53pm
Gollum
1268 posts
Posted 2003-09-24 9:53pm
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
I like the way you've made the walls 3D in the first pic, with strips running all the way along and integrated lights.

It does seem a bit blocky, which feels especially wrong for the hive room.  Also it's hard to make out the map in some of the shots, since they are quite dark.

The NS textures are sweet, maybe you could find some better ones in the WAD (?)
Re: CO_Aerie Preview Posted by Campaignjunkie on Thu Sep 25th 2003 at 12:02am
Campaignjunkie
1309 posts
Posted 2003-09-25 12:02am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
I'm feeling you should up the contrast in your lights a good amount while keeping brightness up too, to help it match with the existing maps.

Some certainly interesting rooms and architecture, but I agree with Cassius somewhat; doesn't really look or feel like NS.
Re: CO_Aerie Preview Posted by Cash Car Star on Thu Sep 25th 2003 at 1:03am
Cash Car Star
1260 posts
Posted 2003-09-25 1:03am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Heh, the two constant thoughts on both these forums and the ns ones is that it looks dark and the hive room looks like crap. Duly noted, and I've been working on it some. For example, the area in the fifth shot now has much better lighting.

As for low res textures... almost all of them are 256x256. I'm working off the ns ones, a custom ns set (mostly just recolorings) and a custom set from wadfather. I'm trying not to use the standard ns wall textures because I don't want my map to look like just another ns map - a unique feel is, imo, required when I make a map. Unfortunately, I can't make textures myself, which kinda puts a s**tter on the whole process. I will try working on some recolorings for variety, I can see one texture that could be improved already.

In many ways I was trying for more of an office feel, but still try and be spacey. I'm trying not to use pipes much in this map since so many ns maps use em by the bucketload. Adding a slew of monitors probably wouldn't go completely amiss though.
Re: CO_Aerie Preview Posted by ReNo on Thu Sep 25th 2003 at 3:32pm
ReNo
5457 posts
Posted 2003-09-25 3:32pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
The monitor I find myself on is decidely s**tty - I'm at full brightness and contrast, and I haven't been able to make out a single screenshot in all the latest posts. Oh well, I'll comment when I can see the thing :smile:
Re: CO_Aerie Preview Posted by fraggard on Fri Sep 26th 2003 at 2:32am
fraggard
1110 posts
Posted 2003-09-26 2:32am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
I like it quite a lot actually. I can see  a lot of z-axis movement in 3,4 and 5. I like some of the detailing, but I feel more detail is necessary in some places. Probably some use of those masked wires textures to add to the feel.

It would benefit from some more dirt and grime. And in some places, like in picture 1, the ceiling textures seem to contrast too much from the rest of the room. THey just seem too clean :lol: .

I think it's a pretty good map all round, though it would be premature to comment on the gameplay.
Re: CO_Aerie Preview Posted by Hornpipe2 on Wed Oct 1st 2003 at 5:38pm
Hornpipe2
636 posts
Posted 2003-10-01 5:38pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
I wonder if the gamma ramp comes across in screenshots?  If not, you could simulate the in-game appearance with Photoshop and a gamma filter.  These scenes may actually appear darker here than they really are in game.
Re: CO_Aerie Preview Posted by Cash Car Star on Wed Oct 1st 2003 at 11:21pm
Cash Car Star
1260 posts
Posted 2003-10-01 11:21pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
There's a thing you can do in Photoshop to add the gamma back in, I did that to the screens but then the jpging made them darker again and really killed some of the texture definition in the darker areas (top of screen 4 for example). Anyway, this project is no longer co_, it's back to idleness as ns_aerie. What they were looking for in size is way smaller than what they stated they wanted in size (Flayra said CS size). Oh well, I can't blame em for not being too CS familiar. Anyway, here's what screenshot 5 looks like now:

User posted image

And another section:

User posted image
Re: CO_Aerie Preview Posted by Hornpipe2 on Thu Oct 2nd 2003 at 1:38pm
Hornpipe2
636 posts
Posted 2003-10-02 1:38pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
This map is really quite pretty.  Please finish it, or work on it, or delete a bunch o' rooms and make it CO or whatever.