Closed it off at the end, added a stairwell on the left hand side. A ladder comes down from the top of the steps. ( Meets the requirements for the commander mode. Not level over level brushwork. )
Had some brush issues props were scaled incorrectly changed the color of the lights from bright white to a palish blue. (Values are 153;205;255 <- Define these inputs in the RGB entry to get the color!)
Im not a mapper... but you the ship has very low power reserves right? So wouldn't the ships 'cpu' or whatever prioritise electricity to key systems like life support and engines rather than lighting? Perhaps like someone said earlier there should be a little less illumination.
<!--quoteo(post=1766511:date=Apr 13 2010, 07:59 AM:name=wankalot)--><div class='quotetop'>QUOTE (wankalot @ Apr 13 2010, 07:59 AM) <a href="index.php?act=findpost&pid=1766511"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Im not a mapper... but you the ship has very low power reserves right? So wouldn't the ships 'cpu' or whatever prioritise electricity to key systems like life support and engines rather than lighting? Perhaps like someone said earlier there should be a little less illumination.
Looks great though....<!--QuoteEnd--></div><!--QuoteEEnd-->
Nothing around the universe suggests all TSA ships, stations etc. are running on low power.
The gameplay of NS is based around a 'power grid'. I'm not 100% sure how this works, although I believe it's to be that area's look 'normal' when the marines have control of a tech point and there may be some sort of lower power mode for the aliens when they control a tech point.
<!--quoteo(post=1766584:date=Apr 13 2010, 12:46 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Apr 13 2010, 12:46 PM) <a href="index.php?act=findpost&pid=1766584"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nothing around the universe suggests all TSA ships, stations etc. are running on low power.
The gameplay of NS is based around a 'power grid'. I'm not 100% sure how this works, although I believe it's to be that area's look 'normal' when the marines have control of a tech point and there may be some sort of lower power mode for the aliens when they control a tech point.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thaldarin, he was speaking of my "story" behind the map.
But yes, this will take into effect once we have more information based on tech points, DI, and other variables.
the sceenshots on the bottom of the first page where there was more yellow on the floors side panels was awesome. this dark grey metal texture doesnt fit. my opinion is you should redo this. =). really good.
<!--quoteo(post=1763267:date=Apr 8 2010, 10:10 AM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Apr 8 2010, 10:10 AM) <a href="index.php?act=findpost&pid=1763267"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No more hotdogs! Crisp white lights, and some newer props added. I have some plans for the floors, but I won't spoil the fun :]
oh yeah I know! These are all pre-alpha layouts. I'm doing a combination of layouts. NS1 and NS2 layout designs. Still following the old NS1 layout, with corridors that are somewhat long and wide, with NS2 layouts that require short distances. It's tough, but I think it's possible.
I like the idea of having sections of open wall. That'll make for some fun moments :p
It does need a lighting effect though. Either change the color on the spots on the side panels for some variation or atleast make the frames cast a shadow. Also make sure you test it out ingame, i'm still not too confident the editor shows the lighting correctly, I've had to adjust certain values that didn't look bright enough in the editor but where brighter then i wanted ingame.
So I had some free time over the Father's Day weekend, however, nothing really was put into design for some reasons or another... <img src="http://img25.imageshack.us/img25/5645/cargobayss.png" border="0" class="linked-image" />
But what we do have is something weird! Apparently I did this in my sleep, and brain zombies were eating me alive. (Just kidding!) This is the 3rd secondary hallway that leads to no where... It's a deadzone... This hallway will consist of wires, chairs and computers. At the end of the hallway, you will find absolutely nothing! Isn't that amazing? Not really, but that's the idea behind this level. Semi-long hallways from the Natural Selection 1 layout, with the new and improved (somewhat) design of the Natural Selection 2 layouts. They consist of Tech Resource points AND Resource points. Dual resource rooms anyone? Maybe 1 of them is fine, but anything more will be a disaster in this design!
The flow behind this design is based off of MANY ideas put into this one. Originally, the makers of NS2 wanted the games to last 10-20 minutes on average. With this map, we're talking anywhere from half hour to 1 hour. Why? Who wants to play a round for 10-20 minutes and collect dirt cheap amount of points for nothing? Why spend meaningless time collecting various points, and than in the middle of it, BAM, the game ends. Don't think so!
Design of the map is purely original, and unique. Hence the title of my blog! In today's concept and 3D development realm, we all choose to "re-make" certain movie scenes, or other games! Where as I, I like to do it the old fashioned way! Paper, or plastic? In this case, I'll go with Concrete N' Metal!
Comments
Closed it off at the end, added a stairwell on the left hand side. A ladder comes down from the top of the steps. ( Meets the requirements for the commander mode. Not level over level brushwork. )
Had some brush issues
props were scaled incorrectly
changed the color of the lights from bright white to a palish blue. (Values are 153;205;255 <- Define these inputs in the RGB entry to get the color!)
<img src="http://img297.imageshack.us/img297/4755/hallway1.jpg" border="0" class="linked-image" />
Looks great though....
Looks great though....<!--QuoteEnd--></div><!--QuoteEEnd-->
Nothing around the universe suggests all TSA ships, stations etc. are running on low power.
The gameplay of NS is based around a 'power grid'. I'm not 100% sure how this works, although I believe it's to be that area's look 'normal' when the marines have control of a tech point and there may be some sort of lower power mode for the aliens when they control a tech point.
The gameplay of NS is based around a 'power grid'. I'm not 100% sure how this works, although I believe it's to be that area's look 'normal' when the marines have control of a tech point and there may be some sort of lower power mode for the aliens when they control a tech point.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thaldarin, he was speaking of my "story" behind the map.
But yes, this will take into effect once we have more information based on tech points, DI, and other variables.
<a href="http://concretenmetal.blogspot.com/" target="_blank">http://concretenmetal.blogspot.com/</a>
<img src="http://img248.imageshack.us/img248/9089/screenshot1za.jpg" border="0" class="linked-image" />
<img src="http://2.bp.blogspot.com/_3LGS_jW9D_s/S83O2cLxbRI/AAAAAAAAAAU/g3drD1pfPbc/s1600/Screenshot2.jpg" border="0" class="linked-image" />
<a href="http://concretenmetal.blogspot.com/" target="_blank">http://concretenmetal.blogspot.com/</a>
It's still WIP :]
<img src="http://img96.imageshack.us/img96/9481/nsaleser3.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
mean this one... wonderful. although you could darken the lights by a substantial amount.
<img src="http://img297.imageshack.us/img297/4755/hallway1.jpg" border="0" class="linked-image" />
<img src="http://2.bp.blogspot.com/_3LGS_jW9D_s/S83O2cLxbRI/AAAAAAAAAAU/g3drD1pfPbc/s1600/Screenshot2.jpg" border="0" class="linked-image" />
<img src="http://img248.imageshack.us/img248/9089/screenshot1za.jpg" border="0" class="linked-image" />
<img src="http://img337.imageshack.us/img337/5407/mess.png" border="0" class="linked-image" />
Even out the orange and yellow lights.
Use proper textures :p
Edit:
Pop along to #nsmapping some time on Gamesurge. Real-time feedback and what not may be more useful than forum <i>lerk</i>ing.
<img src="http://img25.imageshack.us/img25/5645/cargobayss.png" border="0" class="linked-image" />
It does need a lighting effect though. Either change the color on the spots on the side panels for some variation or atleast make the frames cast a shadow. Also make sure you test it out ingame, i'm still not too confident the editor shows the lighting correctly, I've had to adjust certain values that didn't look bright enough in the editor but where brighter then i wanted ingame.
i like the general style though.
<img src="http://img25.imageshack.us/img25/5645/cargobayss.png" border="0" class="linked-image" />
But what we do have is something weird! Apparently I did this in my sleep, and brain zombies were eating me alive. (Just kidding!) This is the 3rd secondary hallway that leads to no where... It's a deadzone... This hallway will consist of wires, chairs and computers. At the end of the hallway, you will find absolutely nothing! Isn't that amazing? Not really, but that's the idea behind this level. Semi-long hallways from the Natural Selection 1 layout, with the new and improved (somewhat) design of the Natural Selection 2 layouts. They consist of Tech Resource points AND Resource points. Dual resource rooms anyone? Maybe 1 of them is fine, but anything more will be a disaster in this design!
The flow behind this design is based off of MANY ideas put into this one. Originally, the makers of NS2 wanted the games to last 10-20 minutes on average. With this map, we're talking anywhere from half hour to 1 hour. Why? Who wants to play a round for 10-20 minutes and collect dirt cheap amount of points for nothing? Why spend meaningless time collecting various points, and than in the middle of it, BAM, the game ends. Don't think so!
Design of the map is purely original, and unique. Hence the title of my blog! In today's concept and 3D development realm, we all choose to "re-make" certain movie scenes, or other games! Where as I, I like to do it the old fashioned way! Paper, or plastic? In this case, I'll go with Concrete N' Metal!
Until next time!
-Rasool
<img src="http://img52.imageshack.us/img52/5645/cargobayss.png" border="0" class="linked-image" />