Personal Map Progression Blog
<div class="IPBDescription">Updating everytime I add pictures and related news.</div>I'm currently working on a NS2 map, and since the process of actually making a map is pretty lengthy, for my own personal look at it's progression I decided to make a blog filled with progress updates. (Thanks to Helios for the idea)
I've got all the ideas in my head and it's just a matter of taking the time to fill up spark. I figured this would also be a simpler method of recieving feedback from everyone on here, and to not waste posting space in the screenshot thread.
Everytime I update the blog I will post that I did here. I'd really appreciate it if you're interested, to please give feedback on what I'm creating. Thank you and enjoy!
<a href="http://mapprogression.tumblr.com" target="_blank">Progress</a>
I've got all the ideas in my head and it's just a matter of taking the time to fill up spark. I figured this would also be a simpler method of recieving feedback from everyone on here, and to not waste posting space in the screenshot thread.
Everytime I update the blog I will post that I did here. I'd really appreciate it if you're interested, to please give feedback on what I'm creating. Thank you and enjoy!
<a href="http://mapprogression.tumblr.com" target="_blank">Progress</a>
Comments
Commander Mode is the ability for Commander players to play the game from a top-down view. This is handled automatically by the game but does place special limitations on level designers: maps can't have “level over level†geometry. If one room is built on top of another, the commander can't give orders in or see into the lower room. Because of this problem, overlapping hallways and areas that cross over other areas should generally be avoided. Girders, catwalks, balconies, pipes, and other smaller geometry can overlap as long as they don't really block commander access to the area below them.</a>
I hope this isn't a problem with your map where it looks like a underpass with a door in one of your screen shots. (hmm maybe its a elevator?) But it looks well decorated and lit. Keep it up !
There's just a very minor overlap. And since it's a catwalk, it's not meant to be a centralized location for structures/etc. But yeah, I've been doing my best to stay commander weary.
The position of the Techpoint is identical to yours -> this picture <a href="http://i.imgur.com/atv0p.jpg" target="_blank">http://i.imgur.com/atv0p.jpg</a>. (See the red thing left bottom corner)
Now look at the Techpoint and the back of the open Command Station.
I think you will have to turn your Techpoint because the back of the Command Station-wall will clip into the room-wall, or provide it more space to the wall...
Other than that:
Light looks great, same for the layout and style of the room - very promising!
Otherwise really really good, wish I had i) the time ii) the skill [iii) the internet connection at home] to do some spark mapping.
I think something is being implemented similar to func_seethrough so aesthetics overlapping won't be a huge problem.
The room also looks better with that weird hanging pipe removed =]
I would really enjoy rooms with waste transporting things like waste-trams, cranes and other.
You could watch them from above or through windows.
Keep 'em coming.
But anyway its nicely detailed.
Also, stalker. When creating rooms I do my best to visualize both playstyles and pull from NS1 as much as possible while taking in account the new features such as the nanogrid and DI. Mapping at the moment is kind of a shot in the dark, but I build on the basics that I believe will create interesting and fun environments that create fantastic gameplay moments.
Lol, you must have not have read the post. There isn't even one vent passageway drawn yet. :P
Particle lava isn't in the game yet. It's a "Lava Test" because it's the closest I can come to creating mock lava with the current toolset. But yes, once the game is out, it will be free flowing lava.
Oh yeah, get ready to be impressed. It's a <i>Hallway.</i>
I'm a bit worried about the bottom left being basically a triple node, it might be a good idea to drop one, but that would leave an empty room which seems to be something you're trying to avoid ;).
Thats really the only thing I can find wrong with the design itself, and aesthetics aren't my forte, but if i think of something else later I'll poke around again.
Believe it or not, that lava texture is just the infestation texture with my doing some custom lighting to make it appear "lava like". In the blog I was talking about how the particle system isnt in yet so i was trying to find something that could sort of emulate it until it was in the game. It was the best I could find, lol. If you want i can give you the values for the light sources for the lighting, it's a combination of 2 orange 1 red in select spots with certain values.
I'm planning on creating a level with a -lot- of lava. Any ideas on how to create it? I was actualying thinking about using a lava/cavern skybox or something.
Please do! All your base are belong to us :]