ns2_skyfalls
Tig
Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
<div class="IPBDescription">it has waterfalls.</div>ok so this is the map i've been working on, it's called ns2_skyfalls. I suppose it could be described as a high-altitude research facility. it has a helipad as marine start and it will feature a cargo elevator (stuck in the up position until properly implemented), waterfalls, large switch activated cargo doors, and a deep dark cave as alien start.
If you're looking at the mapping guidelines, this is a "Spread Offense" Map (5 tech points and 7 res towers) with a twist. The twist being that you can't immediately run directly to the next closest RT to your starting zone until late game. Marines can't jump the gap to the waterfall RT, they have to run around until they get jetpacks. Originally, I was going to have a one sided cargo door leading from the Deep Lake room (misnomer as it will have no water yet), however, I do not know if that is even possible yet.
Anyway, I'd say that I'm about 15% complete on this map but it should get easier as now I am working on interiors instead of exteriors (much easier imho).
<a href="http://www.duplexgaming.co.uk/downloads/maps/117/ns2_skyfalls/" target="_blank">Download Skyfalls from DuplexGaming!</a>
RELEASE ^^
If you're looking at the mapping guidelines, this is a "Spread Offense" Map (5 tech points and 7 res towers) with a twist. The twist being that you can't immediately run directly to the next closest RT to your starting zone until late game. Marines can't jump the gap to the waterfall RT, they have to run around until they get jetpacks. Originally, I was going to have a one sided cargo door leading from the Deep Lake room (misnomer as it will have no water yet), however, I do not know if that is even possible yet.
Anyway, I'd say that I'm about 15% complete on this map but it should get easier as now I am working on interiors instead of exteriors (much easier imho).
<a href="http://www.duplexgaming.co.uk/downloads/maps/117/ns2_skyfalls/" target="_blank">Download Skyfalls from DuplexGaming!</a>
RELEASE ^^
Comments
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Get crackin' though, because it looks real cool!
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also +1 to having an open, non-claustrophobic map
yup, its all good in comm chair, you can repair the pnode easily enough and that room is only partially level over level.
You're gonna have to make sure they cant land on spots where ground-units cant reach, and comm cant build.. otherwise people would just put turrets/camp @ small, unintentional spots while the khaara gets mowed down.
Tho this will be interesting to follow! :)
Also I think you should have some bad-ass directional sun(/neareststar)light (not too yellow, infact a little bit blue for sunlight) at the marine start :).
Also I think you should have some bad-ass directional sun(/neareststar)light (not too yellow, infact a little bit blue for sunlight) at the marine start :).<!--QuoteEnd--></div><!--QuoteEEnd-->
sunlight? i liked it night-time, if anything i was thinking just a starfield for a skybox.
You're gonna have to make sure they cant land on spots where ground-units cant reach, and comm cant build.. otherwise people would just put turrets/camp @ small, unintentional spots while the khaara gets mowed down.
Tho this will be interesting to follow! :)<!--QuoteEnd--></div><!--QuoteEEnd-->
yeah, i had mentioned something in another thread about needing a way to create geometry and flag it invisible the same as CollisionGeometry group but not have skulks be able to run on it.
i was gonna box the outside area in so you couldn't fly far enough to see that the mountains aren't built on the sides.
Get crackin' though, because it looks real cool!
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also +1 to having an open, non-claustrophobic map<!--QuoteEnd--></div><!--QuoteEEnd-->
thx commie, will do!
How about an eerie moonlight then :P
Perhaps you could vary the textures/colours more? Right now its so grey.
I dont understand where this map is. Is it inside a giant cavern?
+1 for eerie moonlight, I'd want a definite change in lighting feel between outside and inside.
If you're not going to have sunlight you'll have to adjust your waterfalls, right now it looks like they are catching the non-existent sunlight in that way spraying water does... for night time the particles are FAR too bright.
If you're not going to have sunlight you'll have to adjust your waterfalls, right now it looks like they are catching the non-existent sunlight in that way spraying water does... for night time the particles are FAR too bright.<!--QuoteEnd--></div><!--QuoteEEnd-->
yeah, i agree. however, i have zero ability to adjust the particle brightness.. i think. i'll look into the waterfall_fine.cinematic and see what's going on. i was under the impression that particles aren't affected by light.
Perhaps you could vary the textures/colours more? Right now its so grey.
I dont understand where this map is. Is it inside a giant cavern?<!--QuoteEnd--></div><!--QuoteEEnd-->
thanks! and it's a base in the side of a mountain that leads down into a cave so you can see the progression from completed structure to excavation as you go further into the base from marine start to alien start.
adjusted fog controls to black so the shadows fade to black properly, added in 3 eerie blue moonlight lights so you can see most of the mountains now. added the starfield skybox (note: front is actually east, so i have to move the moon, i'm thinking to the top so it doesn't look so weird when you look up at it.
i think i'm gonna cut an emitter out of the main waterfall and 2 out of the secondary waterfall for performance and i'm going to push them closer together so you can't see the individual streams.
keep it up, looks promising
YES MORE SPACE IN NS2.. SPACE
I would suggest a skybox with a horizon (and obviously the ground to provide it... it can be dark) if you don't want to feel like your floating in space.
Otherwise enclose the whole outside area in glass and it CAN be an asteroid floating in space, ooooo.
[EDIT: ofc you don't get waterfalls on asteroids... at least not that look like that].
I would suggest a skybox with a horizon (and obviously the ground to provide it... it can be dark) if you don't want to feel like your floating in space.
Otherwise enclose the whole outside area in glass and it CAN be an asteroid floating in space, ooooo.
[EDIT: ofc you don't get waterfalls on asteroids... at least not that look like that].<!--QuoteEnd--></div><!--QuoteEEnd-->
its a mountain not an asteroid, a black continuation mountain range will be put in for a horizon.
I tried the PSD then using builder to generate but still get errors. Was wondering if you went dds with dtx5 strait in the materials directory and how?
yeah, i used the nvidia photoshop plugin and saved them as .dds dxt5 through that. you have to use photoshop 32 bit however.