ns2_skyfalls

TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
edited January 2013 in Mapping
<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 ^^
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Comments

  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    edited November 2010
    Here's some screenshots of marine start.
    <img src="http://www.nicholashillyard.com/images/ns2_skyfalls/ms_pick_01.jpg" border="0" class="linked-image" />
    <img src="http://www.nicholashillyard.com/images/ns2_skyfalls/ms_pick_02.jpg" border="0" class="linked-image" />
    <img src="http://www.nicholashillyard.com/images/ns2_skyfalls/ms_pick_03.jpg" border="0" class="linked-image" />
    <img src="http://www.nicholashillyard.com/images/ns2_skyfalls/ms_pick_04.jpg" border="0" class="linked-image" />
    <img src="http://www.nicholashillyard.com/images/ns2_skyfalls/ms_pick_05.jpg" border="0" class="linked-image" />
    <img src="http://www.nicholashillyard.com/images/ns2_skyfalls/ms_pick_06.jpg" border="0" class="linked-image" />
    <img src="http://www.nicholashillyard.com/images/ns2_skyfalls/ms_pick_07.jpg" border="0" class="linked-image" />
    <img src="http://www.nicholashillyard.com/images/ns2_skyfalls/ms_pick_08.jpg" border="0" class="linked-image" />
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    edited January 2011
    Alien Start Pictures

    <img src="http://www.nicholashillyard.com/images/ns2_skyfalls/alienstart_02.jpg" border="0" class="linked-image" />
    <img src="http://www.nicholashillyard.com/images/ns2_skyfalls/alienstart_03.jpg" border="0" class="linked-image" />
    <img src="http://www.nicholashillyard.com/images/ns2_skyfalls/alienstart_04.jpg" border="0" class="linked-image" />
    <img src="http://www.nicholashillyard.com/images/ns2_skyfalls/alienstart_05.jpg" border="0" class="linked-image" />
    <img src="http://www.nicholashillyard.com/images/ns2_skyfalls/alienstart_06.jpg" border="0" class="linked-image" />
  • Commie SpyCommie Spy Join Date: 2009-07-02 Member: 68008Members
    edited November 2010
    Can't really critique it yet because there is still a lot of work to be done on your map.

    Get crackin' though, because it looks real cool!

    [edit]

    also +1 to having an open, non-claustrophobic map
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Nice and open, but keep an eye on the melee vs range part of the game. And commander/Hive mind being able to select and support (level over level first shot)
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1812179:date=Dec 1 2010, 12:30 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 1 2010, 12:30 AM) <a href="index.php?act=findpost&pid=1812179"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nice and open, but keep an eye on the melee vs range part of the game. And commander/Hive mind being able to select and support (level over level first shot)<!--QuoteEnd--></div><!--QuoteEEnd-->
    yup, its all good in comm chair, you can repair the pnode easily enough and that room is only partially level over level.
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    main problem that springs to mind is jetpacks/lerks flying away in the outside regions to fight from a flying distance.
    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! :)
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    Looks promising, needs more work though, a lot of texture tiling is very visible.

    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 :).
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1812225:date=Dec 1 2010, 07:11 AM:name=Delphic)--><div class='quotetop'>QUOTE (Delphic @ Dec 1 2010, 07:11 AM) <a href="index.php?act=findpost&pid=1812225"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks promising, needs more work though, a lot of texture tiling is very visible.

    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.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    edited December 2010
    <!--quoteo(post=1812211:date=Dec 1 2010, 05:07 AM:name=Twiggeh)--><div class='quotetop'>QUOTE (Twiggeh @ Dec 1 2010, 05:07 AM) <a href="index.php?act=findpost&pid=1812211"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->main problem that springs to mind is jetpacks/lerks flying away in the outside regions to fight from a flying distance.
    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.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1812172:date=Dec 1 2010, 12:04 AM:name=Commie Spy)--><div class='quotetop'>QUOTE (Commie Spy @ Dec 1 2010, 12:04 AM) <a href="index.php?act=findpost&pid=1812172"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can't really critique it yet because there is still a lot of work to be done on your map.

    Get crackin' though, because it looks real cool!

    [edit]

    also +1 to having an open, non-claustrophobic map<!--QuoteEnd--></div><!--QuoteEEnd-->

    thx commie, will do!
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1812343:date=Dec 2 2010, 02:20 AM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Dec 2 2010, 02:20 AM) <a href="index.php?act=findpost&pid=1812343"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->sunlight? i liked it night-time, if anything i was thinking just a starfield for a skybox.<!--QuoteEnd--></div><!--QuoteEEnd-->
    How about an eerie moonlight then :P
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Interesting design.

    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?
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    <!--quoteo(post=1812347:date=Dec 2 2010, 02:30 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 2 2010, 02:30 AM) <a href="index.php?act=findpost&pid=1812347"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about an eerie moonlight then :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    +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.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1812486:date=Dec 2 2010, 09:49 AM:name=Delphic)--><div class='quotetop'>QUOTE (Delphic @ Dec 2 2010, 09:49 AM) <a href="index.php?act=findpost&pid=1812486"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+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.<!--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.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1812454:date=Dec 2 2010, 07:16 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Dec 2 2010, 07:16 AM) <a href="index.php?act=findpost&pid=1812454"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Interesting design.

    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.
  • xVisionsxVisions Join Date: 2009-07-03 Member: 68021Members
    pretty hot map dude, i hope its got more big tall and open sections of map
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    That's cool, I like the idea of Marines exploring deeper into the alien territory - something none of the current maps have.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    thanks guys! i'll keep working on it, stuck on skybox issues atm...
  • SajSaj Join Date: 2003-01-30 Member: 12936Members, Constellation, Reinforced - Shadow
    great looking work.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <img src="http://www.nicholashillyard.com/images/ns2_skyfalls/ms_pick_09.jpg" border="0" class="linked-image" />

    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.
  • doomed.marinedoomed.marine Join Date: 2007-09-07 Member: 62196Members, Reinforced - Shadow
    weeeee I like that skybox - giving me that special space feeling.
    keep it up, looks promising
  • xVisionsxVisions Join Date: 2009-07-03 Member: 68021Members
    edited December 2010
    now.. if there was only a button to open the airlock and suck some aliens out....


    YES MORE SPACE IN NS2.. SPACE
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Is this a meteorite? The map appears to be floating in space and the water appearing from nowhere o.O
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    edited December 2010
    The waterfall would look better if there was some erosion where the water was going... i.e. the rock should dip where you place your emitters.

    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].
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1813873:date=Dec 6 2010, 12:06 PM:name=Delphic)--><div class='quotetop'>QUOTE (Delphic @ Dec 6 2010, 12:06 PM) <a href="index.php?act=findpost&pid=1813873"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The waterfall would look better if there was some erosion where the water was going... i.e. the rock should dip where you place your emitters.

    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.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    Hey tig, did you bypass the builder to make your material files for the skybox?

    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?
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    edited December 2010
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111747" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=111747</a>

    yeah, i used the nvidia photoshop plugin and saved them as .dds dxt5 through that. you have to use photoshop 32 bit however.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    Thanks for the tip, I am using paint.net with the psd plugin but it was the material file path that was fubar. I'll post a screen of my cavernous research area in the screenshots....to the bat cave!!!
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    new pix up of alien start on page 1. too dark?
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    You need another exit from the MS
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