Well, this is encouraging stuff. I've recently picked up the beta with the specific purpose of getting back into mapping (albeit in a different engine) and I'm having no end of problems comprehending and manipulating vertices and faces and edges (brushwork, as we all remember it). I guess I'll just have to keep stabbing away but, ######, it blows my mind how detailed each individual map element can now be.
Imageshack seems to work well for you but if you want a better mirror for your images I don't mind uploading and rehosting on my random website space. But be warned, it's an evil website space. So... evil.
PlasmaJoin Date: 2003-04-26Member: 15855Members, Constellation, Squad Five Blue
<!--quoteo(post=1808517:date=Nov 22 2010, 07:48 AM:name=chubbysteve)--><div class='quotetop'>QUOTE (chubbysteve @ Nov 22 2010, 07:48 AM) <a href="index.php?act=findpost&pid=1808517"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, this is encouraging stuff. I've recently picked up the beta with the specific purpose of getting back into mapping (albeit in a different engine) and I'm having no end of problems comprehending and manipulating vertices and faces and edges (brushwork, as we all remember it). I guess I'll just have to keep stabbing away but, ######, it blows my mind how detailed each individual map element can now be.
Imageshack seems to work well for you but if you want a better mirror for your images I don't mind uploading and rehosting on my random website space. But be warned, it's an evil website space. So... evil.<!--QuoteEnd--></div><!--QuoteEEnd--> There's a few tutorial video's somewhere, check youtube.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited November 2010
Sorry for the late answer, my internet hasn't been working since sunday :/ Lot of catching up to do.
Anyway, thanks for the kind words, guys. I agree that some parts look a bit too busy. Sometimes I still have trouble making stuff simpler and still looking good. Maybe I should just throw my map out there or at least let NS2HD make a movie so people can give better feedback regarding this matter, but the map layout is still not finished and the gameplay would probably be weird with the current alien spawn being in the middle :p
Edit: My 45° neutral tech point is still messing up the 0° starting tech points and snaps them to 45° :/
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Well, let's say.. <!--quoteo(post=1794707:date=Aug 17 2010, 02:41 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Aug 17 2010, 02:41 PM) <a href="index.php?act=findpost&pid=1794707"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->First playtest around Fall 2010
..oh yes, I did :D<!--QuoteEnd--></div><!--QuoteEEnd--> ..that joke is on me :D
I have to move in 2 month and I'll probably won't have the time to finish a playable layout in this period. I started mapping on a new area though, so I might be able to show some new progress before I'm off for a month.
Looking really amazing. One small suggestion from me. The current layout of the res nodes allows for the majority of each teams nodes to be easily defendable. Maybe to make the resource aspect for the commander more dynamic move one res node for each team into a respective tech point. That way each team only has two easy to defend nodes and has to expand out. I hopes that makes sense.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Crevice is darker now, but basicly because I haven't changed the point lights much after they were changed in the engine. <img src="http://img811.imageshack.us/img811/6097/ns54.jpg" border="0" class="linked-image" />
I'll leave it that way for the first release, because it'll probably be tons of fun, but that kind of open area with a invisible ceiling sky and one open end brings a lot of issues and I'm thinking about changing it to a glass corridor, so players can't expoit the whole area.
@l3lessed: I know what you mean. You might be right, but as you can see in that screenshot it is easy for marines to shoot the alien res node from far away. On the other side, at Ventilation, it is easy for skulks to hide below the res node and I can even add a vent, if it is still to marine friendly. With the 1st expansion both teams are also closer to one of the enemy res nodes.
It leaves potential problems for marine sniping right now, although an "outside" access area would be good for aliens, maybe an open window or some sorts on that corridor if you go down the glass route.
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
edited December 2010
Absolutely fantastic work pSyk0mAn! I can't speak for gameplay (for obvious reasons), but I guarantee people will remember this level for a long time just on its design, layout, and visual wizardry.
+1 for some kind of enclosure around the resource node. This would solve the potential lerk problems of a room that large (and the skybox invisible walls). Although, it seems a shame to cage up all that wonderfully constructed space. If it wasn't enclosed, I could see some insane air battles between jetpackers and lerks.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited January 2011
Thanks NS2HD. Does your offer still stand to make a youtube flythrough? I might get back at you in like a month.
Anyway, something new for a change. Still lacking a few details to give it more purpose. The area that connects Crossroads, Surface Access and the yet unfinished res node location for the aliens: <img src="http://img98.imageshack.us/img98/4889/ns56.jpg" border="0" class="linked-image" /> <img src="http://img543.imageshack.us/img543/3898/ns57.jpg" border="0" class="linked-image" /> (left side up that ramp leads to Surface Access, right side leads to Crossroads)
As you can see in the 2nd shot Skulks and Lerks can use that space in the middle below the pipes and there are vent exits to both sides.
Comments
Imageshack seems to work well for you but if you want a better mirror for your images I don't mind uploading and rehosting on my random website space. But be warned, it's an evil website space. So... evil.
Imageshack seems to work well for you but if you want a better mirror for your images I don't mind uploading and rehosting on my random website space. But be warned, it's an evil website space. So... evil.<!--QuoteEnd--></div><!--QuoteEEnd-->
There's a few tutorial video's somewhere, check youtube.
Lot of catching up to do.
Anyway, thanks for the kind words, guys.
I agree that some parts look a bit too busy. Sometimes I still have trouble making stuff simpler and still looking good. Maybe I should just throw my map out there or at least let NS2HD make a movie so people can give better feedback regarding this matter, but the map layout is still not finished and the gameplay would probably be weird with the current alien spawn being in the middle :p
Edit: My 45° neutral tech point is still messing up the 0° starting tech points and snaps them to 45° :/
EDIT: almost a shame to let DI loose on this lev
<!--quoteo(post=1794707:date=Aug 17 2010, 02:41 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Aug 17 2010, 02:41 PM) <a href="index.php?act=findpost&pid=1794707"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->First playtest around Fall 2010
..oh yes, I did :D<!--QuoteEnd--></div><!--QuoteEEnd-->
..that joke is on me :D
I have to move in 2 month and I'll probably won't have the time to finish a playable layout in this period.
I started mapping on a new area though, so I might be able to show some new progress before I'm off for a month.
<img src="http://img18.imageshack.us/img18/2287/ns23j.jpg" border="0" class="linked-image" />
:O
<img src="http://img811.imageshack.us/img811/6097/ns54.jpg" border="0" class="linked-image" />
I'll leave it that way for the first release, because it'll probably be tons of fun,
but that kind of open area with a invisible ceiling sky and one open end brings a lot of issues and I'm thinking about changing it to a glass corridor, so players can't expoit the whole area.
@l3lessed: I know what you mean. You might be right, but as you can see in that screenshot it is easy for marines to shoot the alien res node from far away.
On the other side, at Ventilation, it is easy for skulks to hide below the res node and I can even add a vent, if it is still to marine friendly.
With the 1st expansion both teams are also closer to one of the enemy res nodes.
also everything looks amazing :D
+1 for some kind of enclosure around the resource node. This would solve the potential lerk problems of a room that large (and the skybox invisible walls). Although, it seems a shame to cage up all that wonderfully constructed space. If it wasn't enclosed, I could see some insane air battles between jetpackers and lerks.
Rotated tech points are still messed up and some other stuff looks silly aswell :D
Anyway, something new for a change. Still lacking a few details to give it more purpose.
The area that connects Crossroads, Surface Access and the yet unfinished res node location for the aliens:
<img src="http://img98.imageshack.us/img98/4889/ns56.jpg" border="0" class="linked-image" />
<img src="http://img543.imageshack.us/img543/3898/ns57.jpg" border="0" class="linked-image" />
(left side up that ramp leads to Surface Access, right side leads to Crossroads)
As you can see in the 2nd shot Skulks and Lerks can use that space in the middle below the pipes and there are vent exits to both sides.