slicky
Sep 15 2004, 07:18 PM
After playing through doom3 i got to appreciate how amazing NS would be on that platform (despite how dissappointed i was by the game). Ive made a few NSish maps now (below pic), im curious to know if many of the HL mappers are trying to develop skills for the more advanced engines as well.
Mendasp
Sep 15 2004, 07:23 PM
Well, I'm waiting for HL2, since it will use hammer

I'm too lazy to learn a new editor
KungFuDiscoMonkey
Sep 15 2004, 07:24 PM
I can't speak for the rest of the ns mappers but I'm personally looking forward to source a lot more. And like Mendasp I don't want to learn a new editor. Us mappers are lazy sometimes
BulletHead
Sep 15 2004, 07:24 PM
holy... fudgemonkey
Kester
Sep 15 2004, 07:27 PM
| QUOTE (KungFuDiscoMonkey @ Sep 15 2004, 08:24 PM) |
I can't speak for the rest of the ns mappers but I'm personally looking forward to source a lot more. And like Mendasp I don't want to learn a new editor. Us mappers are lazy sometimes |
agreed far too lazy to learn new stuff, i tried to learn Unreal Editor once and gave up in about 20 mins =]
Lt_Gravity
Sep 15 2004, 07:33 PM
| QUOTE (KungFuDiscoMonkey @ Sep 15 2004, 02:24 PM) |
I can't speak for the rest of the ns mappers but I'm personally looking forward to source a lot more. And like Mendasp I don't want to learn a new editor. Us mappers are lazy sometimes |
spending hours for hours just to fix something other people wont even notice? compiling maps for weeks, creating textures, models, overviews, writing post, make screenshots... I have to admit that THIS is pretty lazy
but I have been learning hammer (miss the expression "worldcraft"

) since hl came out and I
REFUSE to lern anything new! spending years to lern about a new engine... I will wait for hl2, some changes within vhe for hl2 and thats it. "we are back on course, captain!"
although this screenie looks nice... (dont like the doom3 shadows)
GiGaBiTe
Sep 15 2004, 07:48 PM
| QUOTE (Kester @ Sep 15 2004, 02:27 PM) |
| QUOTE (KungFuDiscoMonkey @ Sep 15 2004, 08:24 PM) | I can't speak for the rest of the ns mappers but I'm personally looking forward to source a lot more. And like Mendasp I don't want to learn a new editor. Us mappers are lazy sometimes |
agreed far too lazy to learn new stuff, i tried to learn Unreal Editor once and gave up in about 20 mins =]
|
unreal ed is your worst nightmare, you need to be a quantum mechanic to figure that thing out.
best i can make in it is a box with 4 spawns and a light.
Crono5
Sep 15 2004, 08:11 PM
| QUOTE (BulletHead @ Sep 15 2004, 02:24 PM) |
| holy... fudgemonkey |
Indeed.
In-deed...
Kester
Sep 15 2004, 08:20 PM
| QUOTE (Lt.Gravity @ Sep 15 2004, 08:33 PM) |
| dont like the doom3 shadows |
i dont like the way it makes everything look like its made of plastic, even other ppl
Chrono
Sep 15 2004, 08:24 PM
| QUOTE (Kester @ Sep 15 2004, 01:20 PM) |
| QUOTE (Lt.Gravity @ Sep 15 2004, 08:33 PM) | | dont like the doom3 shadows |
i dont like the way it makes everything look like its made of plastic, even other ppl
|
that is because of improper bump mapping and normal mapping if you look at unreal 3 it uses bump mapping and normal mapping much better and looks 500000 times better
slicky
Sep 15 2004, 08:38 PM
| QUOTE (Chrono @ Sep 15 2004, 03:24 PM) |
| that is because of improper bump mapping and normal mapping if you look at unreal 3 it uses bump mapping and normal mapping much better and looks 500000 times better |
the unreal 3 screens were made for far more advanced computer technology. Naturally it looks better as it uses ultra-high resolution textures, bump maps, and poly counts higher than a whole HL map.
frostymoose
Sep 15 2004, 08:40 PM
Doesn't have anything to do with the bump/normal maps. It's in the color texture and [mostly] the speculars
edit: and I mean no offense, but that map could be used for just about anything scifi. For true NSliness it needs infestation!
slicky
Sep 15 2004, 08:53 PM
| QUOTE (frostymoose @ Sep 15 2004, 03:40 PM) |
Doesn't have anything to do with the bump/normal maps. It's in the color texture and [mostly] the speculars
edit: and I mean no offense, but that map could be used for just about anything scifi. For true NSliness it needs infestation! |
doom3's specular/lighting technology is probably on par with the tech they used for unreal 3 screens. Its not like those screens came from the future with advanced game technology. It looks so amazing because they didnt operate under the restriction of frame rates.
im not offended, if my map looks like it could be for anything scifi its probably because the uninfested areas in NS maps also look like they could be for anything scifi.
Also, i know you guys are all looking forward to source, but i dont think you can even contest that NS maps will look better on source than doom 3. The hard lighting and bump-mapping is totally ideal for NS map environments (not coincidentally because the maps for the two games use very similar styles)
KungFuDiscoMonkey
Sep 15 2004, 08:57 PM
I disagree, I think you can still achieve much better lighting results using precomputed lighting now. The only thing that you can't do on source that you could do on the D3 engine are the shadows and I don't think they are all that major.
I also really like the idea of the material system in Source and the prospects of using Source's physics system. I'm sure I'm biased but I think Source is a much better engine all around and much more flexable.
Grizzly
Sep 15 2004, 08:57 PM
| QUOTE (KungFuDiscoMonkey @ Sep 15 2004, 02:24 PM) |
I can't speak for the rest of the ns mappers but I'm personally looking forward to source a lot more. And like Mendasp I don't want to learn a new editor. Us mappers are lazy sometimes |
id coment if i wasent so lazy
But a short singel player ns camping fore doom3....
Mendasp
Sep 15 2004, 10:04 PM
Precompiled lighting still looks and feels more natural than real-time. We just need the eye-candy from source to get the maps to the "next" level.
antifreeze
Sep 15 2004, 10:08 PM
Oh my. NS with that level of graphics would simply pawn. I would kick out many of the low spec users, but to play ns with that level of graphics im sure would sway some people to upgrade
| QUOTE (Slicky) |
doom3's specular/lighting technology is probably on par with the tech they used for unreal 3 screens. Its not like those screens came from the future with advanced game technology. It looks so amazing because they didnt operate under the restriction of frame rates.
im not offended, if my map looks like it could be for anything scifi its probably because the uninfested areas in NS maps also look like they could be for anything scifi.
Also, i know you guys are all looking forward to source, but i dont think you can even contest that NS maps will look better on source than doom 3. The hard lighting and bump-mapping is totally ideal for NS map environments (not coincidentally because the maps for the two games use very similar styles) |
This my friends is someone who thinks before he posts, unlike me. Can you not or get someone to make some high quality infestation textures for a better preview?
Kouji_San
Sep 16 2004, 01:00 AM
The only problem I see with the doom3 engine is that the shadows dont look realistic, sure they are rendered in real-time, but the fact remains that they are way to black. And in places where there is a bright spot lighting up a shadow all it does is make the shadow transparant in stead of removing the shadow like it should.
The Half-life2 engine has the same problem with the moveable objects their shadow btw. Or at least from what I've seen in cs:s when using a flashlight.
Overall I personally think the half-life2 engine looks nicer even if it has the softer kind of shadows.
Tequila
Sep 16 2004, 01:33 AM
| QUOTE (Mendasp @ Sep 15 2004, 11:04 PM) |
| Precompiled lighting still looks and feels more natural than real-time. We just need the eye-candy from source to get the maps to the "next" level. |
Seconded.
I've always been a Hammer Brother, and I always will be.
Belgarion
Sep 16 2004, 01:40 AM
i've been a WC guy for a long time as well.. since HL was released, though i didn't really map back then. But still.. hammer is my baby.
Yet still! I've had the pleasure of learning how to use Gtk-Radiant 1.4.0, and i'm telling you, that's a nice powerful program. It takes a while to learn how to use it proficiently, as any editor does, but it is well worth it.
i'm lazy, but Radiant is something you should be un-lazy for

Anyway, i'm in the HL2 source boat like everyone else. Source wins. ^_^
The_Evil_One
Sep 16 2004, 02:04 AM
I agree on that screenie. Everything looks too fake. I personally think the lighting and shadows in the HL engine make things look more real than the D3 engine. Sure, its better quality textures, but if you dont use them right, theres really no point in having them.
I, as well, cant wait for HL2. THe possibilities of the engine will make NS2 godly beyond anything we can imagine. And I just hope that the development stages of NS2 dont take too long after HL2 is released. I want NS2 now
BulletHead
Sep 16 2004, 02:53 AM
where can I download radiant?
And can it be used to make Hl / NS maps?
Caboose
Sep 16 2004, 03:19 AM
| QUOTE (BulletHead @ Sep 15 2004, 08:53 PM) |
where can I download radiant?
And can it be used to make Hl / NS maps? |
Dum de dauh dum!!!
Never fear Radiant Man is here!!!
to get radiant you will go to www.qeradiant.com and download GtkRadiant 1.4.0 for HL mapping.
For Doom3, use the included editor because Gtk 1.5.0 is a PoS.
Anyway, give it a week and you'll have a new favorite editor.
| QUOTE (KungFuSquirrel @ Sep 14 2004, 09:05 PM) |
7 years of Worldcraft and 3 months of DoomEdit, and I'll never touch Hammer again if I can help it. |
KFS focks.
:edit: My craptastic NS tutorial for GtkR 1.4.0
http://cabewse.com/radiant/
Belgarion
Sep 16 2004, 03:23 AM
you think 1.5.0 sucks too eh? hmmm.. i'd like to know why. ^_^ i also disslike 1.5.0, but i've only tried to use it a few times.. maybe a total of an hour of use. i already miss my mass-select... i love mass select.
Caboose
Sep 16 2004, 03:26 AM
1.5.0 took out the functionality that I loved. It made it so you have to do too many things to manipulate geomitry (like VHE, which I hate...) It also has crap D3 support.
I do like some of the new tools in it though, but the are not cool enough to give up the user friendlyness of 1.4.0
Mendasp
Sep 16 2004, 10:10 AM
I hate DOOMEdit
tuemmykids
Sep 16 2004, 01:50 PM
| QUOTE (slicky @ Sep 15 2004, 03:53 PM) |
| QUOTE (frostymoose @ Sep 15 2004, 03:40 PM) | Doesn't have anything to do with the bump/normal maps. It's in the color texture and [mostly] the speculars
edit: and I mean no offense, but that map could be used for just about anything scifi. For true NSliness it needs infestation! |
doom3's specular/lighting technology is probably on par with the tech they used for unreal 3 screens. Its not like those screens came from the future with advanced game technology. It looks so amazing because they didnt operate under the restriction of frame rates.
im not offended, if my map looks like it could be for anything scifi its probably because the uninfested areas in NS maps also look like they could be for anything scifi.
Also, i know you guys are all looking forward to source, but i dont think you can even contest that NS maps will look better on source than doom 3. The hard lighting and bump-mapping is totally ideal for NS map environments (not coincidentally because the maps for the two games use very similar styles)
|
I thought U3 use soft-shadows, and not the same ones like in doom 3 where you get those exact edges. But you're right, NS would look better on the D3 engine than HL2's engine. There's no contest there.
Mendasp
Sep 16 2004, 01:59 PM
NS is all about contrast in lighting, as you can see in that pic, there's... what? two different light colors?
Wait until HL2 is out (and we mappers can work with it) and don't judge it just with CS: Source... after all, the community has been able to do impressive things with this engine, we'll see what happens with the 'next' one
Hyperion
Sep 16 2004, 02:39 PM
There is this small problem call proformance, DOOM 3's multiplayer proformance is really really bad. Source is easier to port to, and simply makes more sense since transfering maps is about a million times easier.
Rendy_CZech
Sep 16 2004, 02:49 PM
I can hardly imagine the way how NS maps (especially new ones) are light used in Doom 3. NS maps are about orange light mixed with red (Eclipse), or blue mixed with white lights spots (every mapper has its own combination) and this makes NS cool, not ultra shadows and white flickering light everywhere. And think about fact, that everybody will turn of dynamic shadows, because they are useless in multiplayer.
ShenTraX
Sep 16 2004, 04:33 PM
did i miss something? ID said DOMM3 was mod friendly?
/me drools for Hammer Source
Kouji_San
Sep 16 2004, 05:04 PM
| QUOTE (Mendasp @ Sep 16 2004, 03:59 PM) |
NS is all about contrast in lighting, as you can see in that pic, there's... what? two different light colors?
Wait until HL2 is out (and we mappers can work with it) and don't judge it just with CS: Source... after all, the community has been able to do impressive things with this engine, we'll see what happens with the 'next' one |
So true, since I also have downloaded the stresstest map where you can walk arround. I must say it already looks incredibily awesome in the stresstest demo where you can't walk arround, but in this version: the water, the rotating 'glass' things (and its effect on the background when looking trough it), the reflections, and the bump mapping of everything when using a flashlight on it are teh sex...
I think it looks so much better then doom3 singleplayer. Still I'm not sure about the true potential of the doom3 engine, since apart from the ugly harch shadows and the plastic look of it all. I hope for the doom3 engine its further development in the mod scene that this was just a poor use of textures, bump mapping and low poly models.
In short:Counterstrike: source doesn't do the hl2 engine justice, in fact it actually insults the hl2 engine if you ask me. Sure it looks nicer then cs (which is
'nt a hard thing to do) and you get a chance to play arround with its physics system, but the engine can do so much more, I think the same goes for doom3
The red is the edit which needed editing
Soul_Rider
Sep 16 2004, 05:49 PM
The trouble is, without knowing what engine NS2 is going to run on, and whether there will be a HL2 port, you just don't know where you stand. I mean, it's always possible that NS2 will run on the Doom 3 engine, no-one knows for sure, and then if you wanted to map for NS, you'd need to learn new skills.
[edit]As regards CS:Source, i agree totally, it's a waste of the source engine, and if that's all CS is gonna bring to the table, then it won't be long before it loses it's status as the biggest online game.[/edit]
slicky
Sep 16 2004, 08:37 PM
Its not very hard to port mapping skills, i managed to produce that room in the doom3 editor after about 8 hours of tutorials and test maps. But im a unique case probably because ive mapped on around half a dozen platforms now, going as far back as duke nukem 3d and doom2. So ive probably got more experience with learning new engines than most. I would imagine most of you guys have only mapped for hammer/wc and possibly one other engine.
You should give the doom3 editor a shot if youve bought the game already and feel ripped off. Its by far the most mapper friendly editor ive seen. You can preview maps precisely, all the changes occur in real-time in the 3d view. You can dynamically pre-render the lighting, sounds, animations, everything right in the editor, it means you compile far less frequently. AND!!!! it compiles faster than anything ive seen. That room i showed you compiles in around half a second. From inside the editor, you can compile and load the map in around 4 seconds from start to finish. Compared to the HL equivalent which is like 3-4 minutes of loading screens and compiling progress percentages.
Also playing with the dynamic lights and the bump-mapping is surprisingly fun, i spent awhile just moving lights around my map and watchingly with glee how all the surfaces reacted to the light, ive never seen anything like it.
HL2 is probably still a better platform for NS2 (if it exists?) because of all the mod tools, the multiplayer options and the more broad design ability. But graphically the doom3 engine was made perfectly for NS2. The biggest problem with the doom3 engine is its difficulty in rendering large open areas (with brushes especially.) All those areas need to be modelled. But since NS was designed for claustrophobic small spaces this wouldnt present a problem. Overall HL2 still wins even though it loses outright to graphics, and this is from the guy who needs to clean his pants every time he renders the lights in his map.
Windelkron
Sep 16 2004, 08:44 PM
yeah, I think the doom3 engine is actually more suited to NS than is the HL2 engine. NS won't use the full potential of Source because there are no drastically open areas, vehicles aren't used, etc. Doom3 is able to put a lot more detail in small areas because it's designed to render small areas.
Thaldarin
Sep 16 2004, 08:48 PM
| QUOTE (Windelkron @ Sep 16 2004, 09:44 PM) |
| yeah, I think the doom3 engine is actually more suited to NS than is the HL2 engine. NS won't use the full potential of Source because there are no drastically open areas, vehicles aren't used, etc. Doom3 is able to put a lot more detail in small areas because it's designed to render small areas. |
Thats only because of the lack of support the HL Engine gives for such things as vehicles, big open areas and outside areas. So Source potentially has the more potential
DarkATi
Sep 16 2004, 09:17 PM
I played with DoomEdit for five seconds then I was like... OK, screw it and haven't messed with it since. I hope NS2 is for HL2 and not some other engine, it's taken me years to become fluent in VHE lol.
~ DarkATi
oOTOo
Sep 16 2004, 09:19 PM
Personally my first NS2 map will be a big room with nothing else than 6 walls. Woot woot!
BloodySloth
Sep 16 2004, 09:30 PM
| QUOTE (Mendasp @ Sep 16 2004, 08:59 AM) |
NS is all about contrast in lighting, as you can see in that pic, there's... what? two different light colors? |
because the lack of colored lighting is an engine fault and not a design choice when making that room

Doom3 had just as much diverse lighting as NS does now, if not more.
slicky
Sep 16 2004, 09:39 PM
| QUOTE (BloodySloth @ Sep 16 2004, 04:30 PM) |
| Doom3 had just as much diverse lighting as NS does now, if not more. |
More, there are some really cool projected light filters. You can make point and projection lights that are shaped like designs. Like if you wanted to project a huge logo in light on a wall you could. You can also animate it in all sorts of ways. You could literally make a movie theater in that engine. And the light would react dynamically if you stepped in front of it. im of the opinion that light is the future of engines. Doom3 uses fewer map polygons than NS maps do, but you could never tell because of the lighting effects.
Kouji_San
Sep 16 2004, 10:14 PM
hl loses on graphics? hmm not sure about that since if I compare the stresstest map with anything I've seen in the entire singleplayer game from doom3 it looks better and also performs very well.
But the actual true potential of these two engines will be shown once the mod comunity really gets in gear on development. And since that hasnt happened yet I'm not sure. I do hope that the unrealistic looking shadows in doom3 will be fixed though
I actually dont mind learning a new engine, its always interesting to go where no mappers have gone before
*weak startrek wannabe quote, I know*
Mendasp
Sep 16 2004, 11:02 PM
| QUOTE (BloodySloth @ Sep 16 2004, 11:30 PM) |
| QUOTE (Mendasp @ Sep 16 2004, 08:59 AM) | NS is all about contrast in lighting, as you can see in that pic, there's... what? two different light colors? |
because the lack of colored lighting is an engine fault and not a design choice when making that room  Doom3 had just as much diverse lighting as NS does now, if not more. |
I was talking about how all the lights in D3 are dynamic, and therefore, you can't have the number of lights we have in NS maps right now (I know sava in D3 would make your CPU explode

)
Edit: Wait, wait, Doom 3 diverse lighting?
hahahahahahahahahahahah, ok, whatever.
NetBent
Sep 17 2004, 12:12 AM
Haha, that actually is pretty good.
Foo
Sep 17 2004, 02:07 AM
d3 editor is freakin easy. Dont be lazy and learn the editor! I think ns2 is suitable for d3 engine then hl2.. IMO
Windelkron
Sep 17 2004, 02:20 AM
although I am partially guilty of it myself, one thing I hate is when people are always "lol hl2 >>>>>> d3 its so obvious duh" when HL2 hasn't even COME OUT yet.
you're basing this on shakycam videos from E3 where the bluriness of the camera makes the image on the screen look different... unless you played the leaked HL2, in which case you probably arent morally qualified to offer any opinion anyway.
in the end, the two engines are probably identical or interchangable with each other when it comes to rendering what NS will demand. NS doesn't look anything like its original game's (HL) engine, so why should it look identical to either Doom3 or HL2, which are both much more customizable than HL? You could make doom3 look like HL2, and you could make HL2 look like doom3, just with different textures and models. There are some fine details that exist there but when it comes down to it, there will be no noticeable difference.
DarkATi
Sep 17 2004, 02:30 AM
| QUOTE (Windelkron @ Sep 16 2004, 09:20 PM) |
although I am partially guilty of it myself, one thing I hate is when people are always "lol hl2 >>>>>> d3 its so obvious duh" when HL2 hasn't even COME OUT yet.
you're basing this on shakycam videos from E3 where the bluriness of the camera makes the image on the screen look different... unless you played the leaked HL2, in which case you probably arent morally qualified to offer any opinion anyway.
in the end, the two engines are probably identical or interchangable with each other when it comes to rendering what NS will demand. NS doesn't look anything like its original game's (HL) engine, so why should it look identical to either Doom3 or HL2, which are both much more customizable than HL? You could make doom3 look like HL2, and you could make HL2 look like doom3, just with different textures and models. There are some fine details that exist there but when it comes down to it, there will be no noticeable difference. |
I guess I'm not morally qualified then.
HL2 is better.
~ DarkATi
Windelkron
Sep 17 2004, 03:23 AM
hoho juarez.
(I didnt really have anything compelling to say about the leaked alpha, so I stuck that in. still though, don't you only get to see a single town or something? and the E3 videos I saw didn't show the interior architectural complexity that doom3 has.)
DarkATi
Sep 17 2004, 08:37 AM
| QUOTE (Windelkron @ Sep 16 2004, 10:23 PM) |
hoho juarez. (I didnt really have anything compelling to say about the leaked alpha, so I stuck that in. still though, don't you only get to see a single town or something? and the E3 videos I saw didn't show the interior architectural complexity that doom3 has.) |
Half-Life 2 cuts alot of corners to make things look more detailed than they are.
But, still, I'm not morally qualified...
~ DarkATi
MrBen
Sep 17 2004, 08:46 AM
Want to know something? I think NS2 the way you guys want it to be will never happen. By that i mean a free and downloadable mod with amazing new features and gubbins on a seperate engine will not happen and if it does it'll not be for a LONG time.
We can't even get regular updates on HL1 let alone remaking all content for a seperate engine, think of how long that would take. The only way i think we willl ever see a free NS mod on a seperate engine is if the HL > HL2 port is very easy and even then it'd just be regular NS but on a different engine, i doubt we'd see inclusion of vehicles or new lifeform etc etc.
NS2 will happen as a commerical product in a few years time when we've all moved on and forgotten about it.
Mendasp
Sep 17 2004, 10:02 AM
We're not discussing that, just the engine that it's best for NS.
Anyways, you can't make D3 look like HL2, because real-time lighting doesn't look as good (and natural) as the precompiled one, it's a fact, I don't need HL2 to prove it.
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