manah
Mar 15 2002, 12:00 AM
Ekaj
Mar 15 2002, 01:54 AM
Looks great, but seems hard for bob to climb around in.
Relic25
Mar 15 2002, 03:41 AM
Sweet stuff! Very clean in a very good way. Looks like a place I'd like to hang out in.
mr_Nebel
Mar 15 2002, 07:04 AM
Looks very cool, reminds me of System Shock 2 with the very clean texturing .. almost Anime like.
Very nice. Although as Ekaj says it might be hard to wall climb round there... although if its near the marine spawn its not too big of a deal.
realityisdead
Mar 15 2002, 07:47 AM
Awesome.

Great atmosphere in those shots... in a different way.
Can't wait to see more!
nrby
Mar 15 2002, 08:17 AM
wow manah, that looks really really awesome. Nice job. The lighting is great, moody without being too dark, varied architecture great texturing. Excellent job
badmofo
Mar 15 2002, 09:22 AM
ok i hate to be the ##### who pointed out what i guess no one else saw...
I looks REALLY nice man...very pretty....but it's also a blatant rip off of AVP2. Everything from the signs to the ladders.
Greedo
Mar 15 2002, 09:46 AM
It's very sharp. I like the lighting and the architecture style. If you can keep that going through the rest of the map, then good on ya

.
I've never played AvP, so if what BadMofo says is true, that could be a bit of a problem.
chalupamonk
Mar 15 2002, 09:59 AM
I agree with Mr Nebel, and by all means looking like System Shock 2 is a very good thing. Not in terms of architecture, sure, but in atmosphere...:D.
I haven't played either AvP or AvP2, though, so I can't say if it rips off that.
Looks very nice, anyhow.
nrby
Mar 15 2002, 10:02 AM
I've not played avp2 :/
Black_Wolf
Mar 15 2002, 10:45 AM
I think they look awesome, but i never played AvP or AvP 2 anyway so i wouldnt know about that (heard they were pretty crappy)
manah
Mar 15 2002, 12:53 PM
| Quote (badmofo @ Mar. 15 2002,04:22) |
| ... but it's also a blatant rip off of AVP2. Everything from the signs to the ladders. |
Not quite, but the signs are meant to resemble the 'Semiotic Standard ' (designed by Ron Cobb I think) found in Alien on the Nostromo and used in AvP 2 and the same for the ladders, which are one of Relics textures (right?). The signs are an interesting and easy way of helping people find their way around but if anyone thinks it’ll be a ‘problem’ I’ll remove them ...


The feel and look of the place is also very influenced by System Shock 2, very clean yada yada glad you like it yada blah yada
Relic25
Mar 15 2002, 01:34 PM
You betcha (about the ladder texture). I loved the ladders between decks in Alien, so I fired up Real3D, modeled one, and made a texture out of it. Nothing was copied directly, but the influence is certainy there.
Also, other than the awful single-player demo that I tried, I've never played or seen anything of AvP2.
badmofo
Mar 15 2002, 02:07 PM
well i didn't mean to rip on you sorry

. Looking at that pic...hell my map looks like an avp2 ripoff. I guess you can't get around the fact that sci-fi structures can only look so different. I see the differences between avp2 and your map after going back and playing it.
MonsieurEvil
Mar 15 2002, 02:34 PM
And, to be technical, those the symbols the original Alien artists used are simply blatant rip-offs of The internalional symbols you'll find any factory or even at the Olympic games. I wouldn't sweat it too much personally...
Yamazaki
Mar 15 2002, 03:33 PM
I'm also 'ripping off' AvP2. In one spot in AvP2's Pred campaign you find a floorplan on the wall, with a little blinking light indicating where you are. I got tired of wasting so much texture memory on signs, so I made just one sign and I slap a light on top of it. Voila.
I think this map looks absolutely gorgeous. I wouldn't change a thing. Sure it borrows some ideas from AvP and System Shock, but it has a flavour of its own. For example I really like those eerie-blue illuminated stairs.
Flayra
Mar 15 2002, 04:15 PM
Really nice work, Manah. You have a nice clean and uncluttered feel here. I think perhaps you could add a little more detail in general, but your brushwork and lighting is really great.
I also really like the "semiotic system" you've incorporated. I'd be interested to see if players find it easier navigate because of those signs. I think I'm the type of player that those signs don't help (I'm intuitive, not perceptual) but I bet there are tons of players that would benefit from them. Having those signs on all maps would make them feel a bit generic though.
Nice work.
chalupamonk
Mar 15 2002, 06:12 PM
I really dig those signs. Whether or not they'll help me, I'm not sure, but I really like the effect it gives. The ship presents itself as if everything is normal and ok, but the fact that there's an alien infestation just beyond the "food" sign undermines that

.
Yamazaki
Mar 15 2002, 06:36 PM
Here's what I did to help players navigate in my map. Just a simple floorplan with symbols and a legend. Then I slap on a blinking light where the player is.
It doesn't look as slick and immersive as those semiotic signs. Now I want those signs. Must... make... signs!
chalupamonk
Mar 15 2002, 06:59 PM
Nice, very nice -- but where does that elevator lead to?
Cremator
Mar 15 2002, 07:49 PM
i love the colors! what is your gamma setting at? map looks real good overall.
Kassinger
Mar 15 2002, 09:14 PM
I really really love those signs.
manah
Mar 15 2002, 11:02 PM
Thanks for the niceness …
I've got the gamma set to 1.4.
chalupamonk has got the idea of what I want in the early areas, I want the place to seem normal so when the infestation and alien ‘gubbins’ come along its all the more ... discernible, a more drastic/dramatic change etc. You know what I mean

I think the signs will help some people with navigation, I’ve been testing them on various people and they do really depend on how people play the game, intuitive or perceptual as Flayra put it. The actual signs them self need some more work, I want the icons to be easily and instantly recognisable without explanation. I’m going to do plenty of various designs/colour schemes etc especially since I talked my tutors into letting me develop ns_caged as my final project.
Flayra
Mar 16 2002, 12:03 AM
Could you have a sign that indicates "resource node"? In our playtest last night, that's what was important. We need resources, and we need them now. It would make sense to have signs for them, because they are used to power various machines normally, so I could see that people walking around would want to know where the nearest one is.
Could you have one for the commander station area too? Again, it would make perfect sense...
Btw, I'm pretty sure we're going to need a command station pre-fab. Lots of people were having problems finding the command station on our maps and it's so important it literally affected the outcome of the game a few times.
manah
Mar 16 2002, 12:25 AM
Yeah ... I've been playing around various designs, I'll post them all up when I'm more or less done.
KungFuSquirrel
Mar 16 2002, 03:07 AM
| Quote (Flayra @ Mar. 15 2002,19:03) |
| Btw, I'm pretty sure we're going to need a command station pre-fab. Lots of people were having problems finding the command station on our maps and it's so important it literally affected the outcome of the game a few times. |
PLEASE. Mine is just... leaving something to be desired in my mind. Needs work, at least.
Greedo
Mar 16 2002, 03:49 AM
I don't know if I'd like a command station prefab. Well, maybe if there were a few different versions to choose from. I mean, these are going to be various different settings for the maps. Space Stations, Space ships, planetside installations, etc. Any kind of "command station" company would certainly have made different command stations to suit the different environments and conditions. Ramble, ramble, ramble.
realityisdead
Mar 16 2002, 03:55 AM
Personally, I like the idea. Not something huge or anything, but rather a nice little console or something that is easily distinguishable. Something that can be easily implemented into existing architecture, yet still stand out. Perhaps a model? That would stand out.
Moleculor
Mar 16 2002, 06:19 AM
As for the commander station sign, make sure not to actually use the word 'commander' as those things aren't designed for them. They're more security stations, station control, and other, more mundane things.
pielemuis
Mar 16 2002, 02:44 PM
I think you all know that shot from unreal 2 with the babe, she's on a bridge or something, I believe peopel coudl get some inspiration from that shot...
/me goes looking for the link
pic
Cliff_Mellangard
Mar 16 2002, 03:46 PM
Yes it reminds me of avp2 in an good way because that mean it looks awesome.

I loved avp2 sigleplayer as the marine.
As an alien will work for awhile.
As predator boring.
I completed the game both as an marine and an alien and i think it rocks the demo sucks so buy the game.
manah
Mar 18 2002, 07:12 PM
I think the idea of an actual prefab command station to, as Ken mentioned, make them easily distinguishable is good. It could even just be a small simple element that could be incorporated into peoples individual command station designs, like a panel, keyboard etc but something that would be obvious and easy to recognise.
| Quote (Moleculor @ Mar. 16 2002,01:19) |
| As for the commander station sign, make sure not to actually use the word 'commander' as those things aren't designed for them. They're more security stations, station control, and other, more mundane things. |
I want to have all the signs as purely visual, graphical representation of ‘X’ facility/room/whatever, more akin to icons or symbols than traditional signs.
Kassinger
Mar 18 2002, 08:07 PM
Making a official commanders view console prefab doesn't mean that nobody will keep/make their own imaginative versions, though there might be very few of them. It's nice if people can find ways to make their consoles different like Greedo says.
Tzarcon
Mar 19 2002, 11:25 PM
well, I definitly think that a clean look is very realistic if this map is supposed to be a place where a group of people will live for a long period of time. The architecture is great too, but mabye you should put a clip brush on the cieling of some hallways for bob?
Moleculor
Mar 19 2002, 11:28 PM
Bob can't walk on clipbrushes.
Black_Wolf
Mar 20 2002, 07:13 AM
hehe, how many times have ppl had to say that =D
ppl really should read guidelines . . .
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.