NS Samun

NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
edited November 2008 in NS2 General Discussion
<div class="IPBDescription">My project map for NS2.</div>NS Samun.
My project map for NS2.

Guys,

Following is the Story Line of my map in progress called NS_Samun, which I expect to start when NS2 Engine is available.

"NS_SAMUN"

<img src="http://i379.photobucket.com/albums/oo233/SkorpioN68/NS_Samun_Complex.jpg" border="0" class="linked-image" />

<u><b>Story line:</b></u>
<b>Aircraft Maintenance Station ( AMS - 373 ) "Paradise" - Angerona Planet.</b>

"Paradise" is a complex inhabited by civil personnel, it has self-sufficient infrastructure for long periods of time, it is equipped with a series of hangars to support the small utility ships, class "Mule", which operate in the atmosphere generators and help in the expeditions in search of energy resources in Angerona.

With almost 20 years of normal uninterrupted work, the central link service suddenly lost control with this settlement, just when the great annual storms ( Samuns ) start in Angerona. Storms with gales and tempests that make impossible any type of communication, leaving "Paradise" isolated for a couple of months.

It is suspected that a loading ship that recently arrived to the complex from the outer space has brought some type of unknown organic contamination in one of its containers.

Immediately it is ordered to the nearest unit to head to "Paradise"; the TSA LAV ( Light Assault Vessel ) "Independence" which was in maneuvers with the V Fleet in high orbit close to Angerona, is authorized to dispatch one of its dropships UD-7A "Corsair", carrying a platoon of Frontiersmen on board to investigate what is happening.

In a fearless and risky unprecedented operation, they manage to land in the auxiliary platform and the crew is able to get inside the complex, just before the storm unleashes.

Not even the most seasoned member of the platoon may imagine what they will find...

<b>MAP LOCATIONS:</b><u></u>

- Repair Bay ( Marine Start - MS )
- Main Hangar ( Hive )
- Control Center ( Hive )
- Maintenance Platforms ( Hive )
- Generator Room ( Double Resources Nozzles )
- Personnel Facilities ( Resource Nozzle )
- Flight Assistance Approach Tower ( Resource Nozzle )
- Fuel Storage ( Resource Nozzle )
- Pipe Alley ( Resource Nozzle )

Regularly I will upload more concepts to show you and hear your suggestions.

Comments

  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    Does ns_deimos get telefragged?
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    For a more serious question, will it be similar in appearance to co_deimos?
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    I liked the original form of that map a lot, it was very atmospheric and just had a fun flow to it.
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    edited November 2008
    I sincerely didn't know about a map with that name, anyway it is a CO; if you consider it necessary I may change the name for NS_Phobos or any other, because what I'm really interested in is the design and playability of the map.

    Attached is an image of the general distributions of the main locations, without defining yet the paths between them.

    Suggestions are welcomed!

    <img src="http://i379.photobucket.com/albums/oo233/SkorpioN68/topview-1.jpg" border="0" class="linked-image" />
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Going to need a bit more than that to spark interest..
  • Lord SchnitzelLord Schnitzel Join Date: 2008-11-04 Member: 65377Members
    The layout really reminds me of veil very much... but I can't really comment on it until you provide a "proper" layout with rooms and hallways...

    Good work on co_deimos btw. I really LOVE that map. I remember playing it for the first time and saw people get a welder early in the round and I was like "wtf do you need a welder for in combat? CC's at 100%".
    I really liked the computer screens that told the players about the map objective in the "old" readyroom. But the new readyroom is even sweeter - the skulks remind me of the lion statues in front of chinese restaurants. "Get in, we've got tasty Marines today" <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> I expect some innovative ideas for the ns map, too, mate *whipcrack* <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
    I really like the optic of the new version, nice use of the textures and stuff... sadly it feels unbalanced in favour of the Marines in larger games (on the server i am regular on it's fine till around 8vs8, above that it gets ugly...)
    btw: Does daimos have a readyroom secret? I know there is a door you can open but it seems to lead nowhere?

    Good luck with the map, hope it will be as good as the co map. Keep us updated. I wanna see pictures <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    Regards
    Schnitzel
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    edited November 2008
    Guys, CO_DEIMOS is not mine!!!

    I'm thinking seriously change the map name...

    In a couple of days, I'll show you some locations concepts.

    Edit: Some scans of Pipe Alley sector
    <img src="http://i379.photobucket.com/albums/oo233/SkorpioN68/pipealley.jpg" border="0" class="linked-image" />
    <img src="http://i379.photobucket.com/albums/oo233/SkorpioN68/pipealleyconcept.jpg" border="0" class="linked-image" />
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Now we're talking.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    Me gusto "Pipe Alley".
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    edited November 2008
    Guys, no more "Deimos"; to avoid unnecessary confusion, I finally decided to change the name of the map. As you can already see, I modified the Story Line on the first post. I apologize to those of you who contributed and left their comments which may not fit now. If you wish, you can edit your posts so they are related to the current post.

    The only thing I can’t edit is the title that still reads “Deimos” :S Should I ask a moderator to change the title or ask him to close this thread and open a new one?

    Deimos is now “Samun” which is an alternative spelling of “Simoom” <a href="http://en.wikipedia.org/wiki/Simoom" target="_blank">http://en.wikipedia.org/wiki/Simoom</a>

    The action develops in Planet Angerona <a href="http://en.wikipedia.org/wiki/Angerona" target="_blank">http://en.wikipedia.org/wiki/Angerona</a> inside the “Paradise” Station.

    Please, accept my apologies for this change. Attached is the concept art of the “Mule” that will be a 3D Model “prop_static”, so the post becomes more positive <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    <img src="http://i379.photobucket.com/albums/oo233/SkorpioN68/NS_Samun_Mule.jpg" border="0" class="linked-image" />
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    Two more concepts arts, in this case we can see a first look at "Main Hangar Hive" location:

    <img src="http://i379.photobucket.com/albums/oo233/SkorpioN68/NS_Samun_MainHangar.jpg" border="0" class="linked-image" />
    <img src="http://i379.photobucket.com/albums/oo233/SkorpioN68/NS_Samun_MainHangarhive.jpg" border="0" class="linked-image" />
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Topic title updated
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    Thank you, very much <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/hive5.gif" style="vertical-align:middle" emoid="::hive::" border="0" alt="hive5.gif" />
  • haymohaymo Join Date: 2005-01-09 Member: 34040Members, NS1 Playtester
    If NS2 is like NS1 where there are multiple Hives and you are randomly given one, then if you look at your diagram of your general map layout, marine start is almost half the distance to the either side hives than it is to the far top hive. This needs a little bit of a rethink of general layout, otherwise looks good.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    <!--quoteo(post=1693506:date=Nov 15 2008, 12:40 AM:name=haymo)--><div class='quotetop'>QUOTE(haymo @ Nov 15 2008, 12:40 AM) <a href="index.php?act=findpost&pid=1693506"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If NS2 is like NS1 where there are multiple Hives and you are randomly given one, then if you look at your diagram of your general map layout, marine start is almost half the distance to the either side hives than it is to the far top hive. This needs a little bit of a rethink of general layout, otherwise looks good.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thats the problem with almost every NS1 map. Almost <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    Even if you make the hives all the same distance from MS, you force the two outer hives to be further apart. You can try to subdue this with special cross-map routes, with near-teleports (like Rust's), or with fully renovated layouts, like Enceladus (triangle of hives around MS) and my own Nexus (four-cornered pyramid). Each has its pros and cons, but it's an issue that is fundamental to the problem of connecting four locations to each other.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1693526:date=Nov 15 2008, 07:30 PM:name=StixNStonz)--><div class='quotetop'>QUOTE(StixNStonz @ Nov 15 2008, 07:30 PM) <a href="index.php?act=findpost&pid=1693526"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thats the problem with almost every NS1 map. Almost <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    Go nexus!
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    edited November 2008
    Thank you, everyone for your appreciation and the time you took to read my post, I really appreciate it.
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    edited November 2008
    More concepts arts:

    <img src="http://i379.photobucket.com/albums/oo233/SkorpioN68/NS_Samun_MainHangar1.jpg" border="0" class="linked-image" />
    <img src="http://i379.photobucket.com/albums/oo233/SkorpioN68/NS_Samun_MainHangar2.jpg" border="0" class="linked-image" />
    <img src="http://i379.photobucket.com/albums/oo233/SkorpioN68/NS_Samun_MainHangar3.jpg" border="0" class="linked-image" />
    <img src="http://i379.photobucket.com/albums/oo233/SkorpioN68/NS_Samun_MainHangar4.jpg" border="0" class="linked-image" />
    <img src="http://i379.photobucket.com/albums/oo233/SkorpioN68/NS_Samun_MainHangar5.jpg" border="0" class="linked-image" />
  • LonelyLonely Join Date: 2006-11-01 Member: 58164Members
    <!--quoteo(post=1692515:date=Nov 5 2008, 04:24 PM:name=NS-SkorpioN)--><div class='quotetop'>QUOTE(NS-SkorpioN @ Nov 5 2008, 04:24 PM) <a href="index.php?act=findpost&pid=1692515"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I sincerely didn't know about a map with that name, anyway it is a CO; if you consider it necessary I may change the name for NS_Phobos or any other, because what I'm really interested in is the design and playability of the map.

    Attached is an image of the general distributions of the main locations, without defining yet the paths between them.

    Suggestions are welcomed!

    <img src="http://i379.photobucket.com/albums/oo233/SkorpioN68/topview-1.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->


    Good idea, glad to see someone getting hyped up over ns2. BUT, rt's between the hive is bad for ns. not sure with ns2. but its not a good idea to have rt's in between the hives. so that the marines might have to go through a hive to kill it, ya know?
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    if you drew those yourself, you should really, REALLY help the UWE with map concepts =)
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