Ns_Aleser

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  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited April 2010
    Updated the hallway.

    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" />
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    Adore the blue, good work mate!
  • wankalotwankalot Join Date: 2005-02-05 Member: 39872Members
    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....
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    ######, it's still in alpha, so there aren't any particle systems yet. When there are, I'll be implementing them!
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--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.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    <!--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.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited April 2010
    Working on the Marine spawn tonight... I think you guys will love it :]
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Blog is now up, here's a current screenshot. WIP, will be done sometime this week.

    <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" />
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Re did the hallway :]

    <img src="http://2.bp.blogspot.com/_3LGS_jW9D_s/S83O2cLxbRI/AAAAAAAAAAU/g3drD1pfPbc/s1600/Screenshot2.jpg" border="0" class="linked-image" />
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Check out the new hallway leading out of Marine spawn!

    <a href="http://concretenmetal.blogspot.com/" target="_blank">http://concretenmetal.blogspot.com/</a>

    It's still WIP :]
  • antarezantarez Join Date: 2003-08-20 Member: 20018Members
    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.
  • antarezantarez Join Date: 2003-08-20 Member: 20018Members
    edited May 2010
    <!--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 :]

    <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.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Antarez, please go to my blog, which is located in my sig. It has all of the current up to date info.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    You've not updated that corridor, according to your blog it is still a flash of white light.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited May 2010
    I've been excruciatingly busy at work. Haven't had time for anything. I'll probably update later this week.

    <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" />
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    More to come this weekend :] Stay tuned! No, I'm still alive ;D
  • TSSTSS Join Date: 2010-05-11 Member: 71716Members
    Heh take your time :p it'll be a long ride for all of us before the finals are released.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    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.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Just seeing where I can probably go with this... Any suggestions? Thoughts? Comments?

    <img src="http://img337.imageshack.us/img337/5407/mess.png" border="0" class="linked-image" />
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Remove one white light, make the other cast a shadow through the grid.
    Even out the orange and yellow lights.
    Use proper textures :p
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited June 2010
    There's not much there to say go in any sort of direction with; except the lighting is pretty dire.

    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.
  • Donner & BlitzenDonner & Blitzen Join Date: 2010-03-08 Member: 70879Members
    The style is very reminiscent of NS1. I like it.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Kind of just went with the flow; not sure what I'm really doing there??

    <img src="http://img25.imageshack.us/img25/5645/cargobayss.png" border="0" class="linked-image" />
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    Just remember that you can only use it as a secundary hallway, since theres no room for an Onos.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    ^-- Yeah I've already chosen that on my layouts on paper lol
  • TSSTSS Join Date: 2010-05-11 Member: 71716Members
    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.

    i like the general style though.
  • lame-olame-o Join Date: 2010-04-24 Member: 71517Members
    A nice contrast to the darkness of most maps being made right now. So far your map reminds me of some of the brighter NS1 maps, looks really good.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I thought the idea of secondary routes aren't to make the area off limits to a certain class but to make it less favourable?
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited June 2010
    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!

    Until next time!

    -Rasool
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Just a quick update. Leaning towards two tunnels parallel to each other, but at least 500 units apart. It has a connecting vent.

    <img src="http://img52.imageshack.us/img52/5645/cargobayss.png" border="0" class="linked-image" />
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