Author Topic: Random Dev. Shots  (Read 1431728 times)

Samurai.mac

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Re: Random Dev. Shots
« Reply #1890 on: December 29, 2009, 07:57:54 pm »
The additional lighting around the top and bottom of the central column-thing looks good, I'm not entirely sure about the green band running around the middle though.

nubcake

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Re: Random Dev. Shots
« Reply #1891 on: December 30, 2009, 01:13:55 am »
First picture is very nice, better with out the fog for sure.

The second one is a bit.. yech though.

I don't know what purpose you could think of to stick floating bright blue squares in your map, but it looks very not appealing to me. And secondly, you should trim, or adjust the texture on the wall in the top right in your second (different room) picture, it looks rather cut off as is.

Im not sure which floating bright blue squares? The ones on the ground are attached by wires and if you mean the third picture they are on a computer as motherboards (shown below). What else in the 2nd pic didnt you like? Im just trying to brighten it up. I agree that the fog looks better I just had a problem with GTK and now the fog keeps looking clipped (z fighting) for some strange reason

The additional lighting around the top and bottom of the central column-thing looks good, I'm not entirely sure about the green band running around the middle though.

Cheers, im not sure about it either, i was just trying to brighten it up a little bit

I didnt attach this pic because this area has yet to be finished, but these are the boards





Cheers, im not sure about it either, i was just trying to brighten it up a little bit
« Last Edit: December 30, 2009, 01:19:14 am by nubcake »

your face

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Re: Random Dev. Shots
« Reply #1892 on: December 30, 2009, 01:33:21 am »
Since you claim to be making the "most detailed map trem has ever seen," I feel that I have the right to critique it... rougher than usual.  Firstly, if you are going for "the most detailed map trem has ever seen," you have a serious lack of details.  Only judging from the first picture alone (the second picture is an entirely different matter).  You seem to be going the right direction, and have a good overall idea, but since you are going for the most detailed trem map ever, I would suggest adding more time and effort into the actual details.  Your room lacks much of the common detailing components: pipes, crates, 3 point clipping, etc.  

Pipes are the backbone of every quality Tremulous map.  I can only make out eight or so cylindrical patches in that screenshot, but they couldn't really be classified as "pipes" because they appear more to be wires.  Wires add a great feel to maps, but you need moar pipes to go with them.  Taiyo is a prime example of a "master plumber of Tremulous."  I think he deserves a reward or something: http://www.haosredro.com/trem/map-slimepunk/shot05.jpg, http://www.haosredro.com/trem/map-outpost325/shot00.jpg, http://www.haosredro.com/trem/map-groundsource/shot04.jpg.  Good luck outpiping him. :D

Crates also provide a simple method of detailing, but don't fit with every map, obviously.  They look like they would probably fit the theme of your map, though.

I do spy some minor three point clipping by the recessed lights, but I would suggest adding more if you want to make the most detailed map ever.

The second shot is horrific, and needs redone lighting, brushwork, texturing, etc.  The third shot you just posted is better, except I notice you are weaseling your way out of three-point:  http://imn2rc.com/faes/weaselsarebad.jpg

Good luck making the most detailed map trem has ever seen, you'll need it.  8)
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nubcake

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Re: Random Dev. Shots
« Reply #1893 on: December 30, 2009, 02:15:01 am »
Since you claim to be making the "most detailed map trem has ever seen," I feel that I have the right to critique it... rougher than usual.  Firstly, if you are going for "the most detailed map trem has ever seen," you have a serious lack of details.

Well this thread is titled random DEV shots isnt it? Please critique what has been devloped as opposed to what has not. The map is still being developed hence why im asking for tips to make it look nicer :)

As for 3 point clipping, it is there I just dont feel the need to make every wall curved at an angle, although there is still more work to be done :) But anyways thanks for critique, what in particular didnt you like about lighting? The general consensus i that the green strip needs to be removed...
« Last Edit: December 30, 2009, 03:11:18 am by nubcake »

your face

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Re: Random Dev. Shots
« Reply #1894 on: December 30, 2009, 03:33:06 am »
But how can you have the most detailed map trem has ever seen and not have three point clipping on every wall? :(
I personally don't mind the green strip light; perhaps remove it only from the middle section and leave it elsewhere.  The lighting looks out of place compared to the rest of the map.  Bright blue vs. dark gray, imo that doesn't work very well, but it's really up to you.  
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Plague Bringer

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Re: Random Dev. Shots
« Reply #1895 on: December 30, 2009, 04:29:54 am »
Quit your bitching guys.

Here's a flythrough of Signa Inferre (ALPHA) by Codernem.
Signa Inferre (Latin: to advance the standard [I take it this is going to be an interesting map, then!])

I love the light beams in human base just a smidge before 0:20. Overmind is visible at 0:46 but he doesn't look too much at the base (maybe not a final spot, or it's rough architecture). I love the outdoor section.

Ninja edit:
I know it's not a devshot but it deserves to be seen.
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mooseberry

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Re: Random Dev. Shots
« Reply #1896 on: December 30, 2009, 05:48:20 am »
Since you claim to be making the "most detailed map trem has ever seen," I feel that I have the right to critique it... rougher than usual.  Firstly, if you are going for "the most detailed map trem has ever seen," you have a serious lack of details.

Well this thread is titled random DEV shots isnt it? Please critique what has been devloped as opposed to what has not. The map is still being developed hence why im asking for tips to make it look nicer :)

Well by saying what he think should be added he is helping you improve. Which is, after all, the whole point of showing your WIPs.

And Codernem's video looks very nice. The hallways are all a bit similar, he'd do well to alter them somehow, change the lighting up a bit or something. But it looks very good so far.
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UniqPhoeniX

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Re: Random Dev. Shots
« Reply #1897 on: December 30, 2009, 05:55:06 am »
Now that video was nice! The map looks great for an alpha, tho it still needs quite some work (also 3 point clipping, outside edges between ground/walls, texturing, some shaders), but the ambient sounds, models and other effects really add to the feel of the map.
The light beams in human base are vertical which is unrealistic, also the tiny flames in torches can't possibly produce that much light. The map layout however is a simple circle, with no alternative paths, and I really hope that will change. It's also sad how fog works in trem, giving dretch with the wide FoV the ability to see much further sideways. But with some work, it could become at least 1 of the prettiest maps in tremulous.

nubcake

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Re: Random Dev. Shots
« Reply #1898 on: January 03, 2010, 04:34:17 am »
Ive been doing a little bit of work on ma map, heres a few pics..




mooseberry

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Re: Random Dev. Shots
« Reply #1899 on: January 03, 2010, 04:38:45 am »
Ahh, it's nice to get some new pictures in this thread.

Your map seems to be coming along nicely, but there is too much dark blue lighting. Changing up some of the lightings values and intensities would really go a long way I think.
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your face

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Re: Random Dev. Shots
« Reply #1900 on: January 03, 2010, 04:46:07 am »
Unless you really are still ambitious and want to make the most detailed trem map ever, I suggest redoing all of your texturing.  Use the surface inspector.
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nubcake

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Re: Random Dev. Shots
« Reply #1901 on: January 03, 2010, 05:54:02 am »
nah its not gunna be the most detailed ever anymore, im putting more effort into 3d max to have time to make this the mopst detailed... just a map now. one of my first true indoor maps

Hendrich

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Re: Random Dev. Shots
« Reply #1902 on: January 03, 2010, 04:28:09 pm »
nah its not gunna be the most detailed ever anymore, im putting more effort into 3d max to have time to make this the mopst detailed... just a map now. one of my first true indoor maps

Ambition dries like a well, but you have decided to be realistic with yourself and set some goals to improve your skills.

But Face is right, many of your textures seem to be either out of place or inconsistent in your map. As in the transition from say from one wall to the other seems inorganic, and the ceiling in the second picture is mis-aligned compared to the opposite ceiling separated by the pipe.

Also, take a look at your first screen shot. Notice the structures with the lights 'bulbs'? I can't tell from this angle, but looking at your other screenshot which showed that the structure only had one "bumped" side and the other flat, you can try switching the bumped side to the front so it looks less awkward (Unless one side has the bumped side facing to the left and the other has two more facing to the right.)

And with all the blue in your map, I thought behind those windows were rooms encased in water. :P

Anyways, gj and keep working on it.


amz181

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Re: Random Dev. Shots
« Reply #1903 on: January 03, 2010, 05:04:37 pm »
Texturing is turning monotone.

Add some different colour textures, while keeping the continuity of design otherwise it'll look extremely bland.

your face

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Re: Random Dev. Shots
« Reply #1904 on: January 03, 2010, 05:05:49 pm »
nah its not gunna be the most detailed ever anymore, im putting more effort into 3d max to have time to make this the mopst detailed... just a map now. one of my first true indoor maps

It's fine.  I just can't stand people who have such enormous egos.  Hendrich's right, keep up the good work, and just don't set huge, egotistical goals. ;)
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nubcake

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Re: Random Dev. Shots
« Reply #1905 on: January 04, 2010, 01:41:19 am »
nah its not gunna be the most detailed ever anymore, im putting more effort into 3d max to have time to make this the mopst detailed... just a map now. one of my first true indoor maps

It's fine.  I just can't stand people who have such enormous egos.  Hendrich's right, keep up the good work, and just don't set huge, egotistical goals. ;)

Its not egotistical. Its ambition, but why waste my time on a map that will in all likliness rarely get played like other custom maps? Out of the 160 servers shown, 13 had customs maps, with a total of 8 players on them. May as well make it for fun. Thanks for tips all, ill try and work on the texturing and making some more natural lighting rather than blue/green :) Btw I have only made 1 room and 1 'hall', so i will try to break it up over the course of the map
« Last Edit: January 04, 2010, 02:51:07 am by nubcake »

Ingar

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Re: Random Dev. Shots
« Reply #1906 on: January 05, 2010, 09:45:35 pm »
But why waste my time on a map that will in all likliness rarely get played like other custom maps? Out of the 160 servers shown, 13 had customs maps, with a total of 8 players on them. May as well make it for fun. Thanks for tips all, ill try and work on the texturing and making some more natural lighting rather than blue/green :) Btw I have only made 1 room and 1 'hall', so i will try to break it up over the course of the map
Patience. You have some good stuff there and players remember the good stuff. 1.2 will solve the download problem.

Taiyo.uk

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Re: Random Dev. Shots
« Reply #1907 on: January 06, 2010, 12:40:20 am »
Playing around with Soubok's Pulse

mooseberry

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Re: Random Dev. Shots
« Reply #1908 on: January 06, 2010, 01:40:08 am »
Very nice! More pictures please.
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your face

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Re: Random Dev. Shots
« Reply #1909 on: January 06, 2010, 02:01:15 am »
Pulse just turned from awesome to ZOMGWIN.
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amz181

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Re: Random Dev. Shots
« Reply #1910 on: January 06, 2010, 03:04:47 am »
has taiyo ever released a map in recent history. He always tantalises us by showing us great screenies, and then decides to stop mapping his lovely maps, leaving us forever with just a glimpse of brillance.

I say we ban him.

UniqPhoeniX

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Re: Random Dev. Shots
« Reply #1911 on: January 06, 2010, 03:56:11 am »
Playing around with Soubok's Pulse
[/img width=1024 height=576]http://www.haosredro.com/trem/img/shot0497.jpg[/img]
"Playing around"? I can't even recognize that place D: But it looks awesome!

Plague Bringer

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Re: Random Dev. Shots
« Reply #1912 on: January 06, 2010, 04:00:35 am »
Playing around with Soubok's Pulse
[/img width=1024 height=576]http://www.haosredro.com/trem/img/shot0497.jpg[/img]
"Playing around"? I can't even recognize that place D: But it looks awesome!
The water room (I think). I didn't recognize it at first, but that's one of the alcoves that all the pipes go in to. IIRC, it leads to.. Under a staircase?
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Taiyo.uk

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Re: Random Dev. Shots
« Reply #1913 on: January 06, 2010, 02:53:56 pm »
Nah, that's up the ventilation shaft above the central square. The little alcove is being filled with the usual stuff:

CreatureofHell

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Re: Random Dev. Shots
« Reply #1914 on: January 06, 2010, 03:56:17 pm »
<3 taiyo
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Quote
<Timbo> posting on the trem forums rarely results in anything good

nubcake

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Re: Random Dev. Shots
« Reply #1915 on: January 07, 2010, 01:34:53 am »
Are Taiyo and I the only people making maps?? I would love to see more dev shots :D

This is the shuttle bay that attaches on to the screenies above, im starting to shy away from the blue lighting etc, but still trying to keep in theme. Docked is a little satellite I made a few months ago. PS the columns I made need a retexture I know





A Spork

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Re: Random Dev. Shots
« Reply #1916 on: January 07, 2010, 02:33:01 am »
Thats awesome.
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Demolution

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Re: Random Dev. Shots
« Reply #1917 on: January 07, 2010, 02:47:04 am »
You can launch my Sputnik any day. :D

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amz181

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Re: Random Dev. Shots
« Reply #1918 on: January 07, 2010, 02:56:18 am »
That open hanger door is BEGGING to be the main source of light. Tune down the other lighting in the room and increase the outdoors lighting and it would look awesome (not that is doesnt already look awesome, perhaps i should have said more awesome).

mooseberry

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Re: Random Dev. Shots
« Reply #1919 on: January 07, 2010, 03:47:19 am »
Looks nice. What amz said is probably a nice idea.

I would also add moer decorations (spam) to the walls, supports, catwalk, w/e. (Catwalk is allways nice.) Also the texture you have on the beams going across the ceiling look a bit streched out to me. Either fit them to a proper setting, or find a new texture I would say, right now they look way to pulled out.
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