ns2_plant
perso
Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->NS2_Plant<!--sizec--></span><!--/sizec-->
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->by perso and Varathar<!--sizec--></span><!--/sizec-->
<b>Download:</b> <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><a href="http://plantdev.no-ip.org/releases/alpha3/ns2_plant_a3.zip" target="_blank">ns2_plant_a3.zip</a><!--sizec--></span><!--/sizec--> (2.9.2012, latest)
<b>Steam Workshop:</b> <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=88530671" target="_blank">http://steamcommunity.com/sharedfiles/file...ls/?id=88530671</a>
<b>NS2_Plant on <!--coloro:#49d2fe--><span style="color:#49d2fe"><!--/coloro-->Twitter: <!--colorc--></span><!--/colorc--></b><a href="http://www.twitter.com/plantdev" target="_blank">http://www.twitter.com/plantdev</a>
Follow us cranking on our map and everything beyond. :)
<b>Overview:</b>
This map is set on a distant, snowy planet where mankind tries to plant vegetation to make the air breathable.
<b>Theme:</b>
Map's theme is based on plants, and we are trying to show it throughout the map. The marine side consists of rooms like loading bay, while the alien side is more techy. The area between marine side and alien side will have a lounge/cafe theme.
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_layout_02.jpg" border="0" class="linked-image" />
Layout. (updated 24.3.2012)
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_ms_01.jpg" border="0" class="linked-image" />
Marine Start. (updated 24.3.2012)
<img src="http://plantdev.no-ip.org/images/plant/r2/ns2_plant_readyroom.jpg" border="0" class="linked-image" />
Readyroom. (updated 11.3.2012)
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_cafe_01.jpg" border="0" class="linked-image" />
Cafeteria. Credits for the plant models go to <a href="http://www.blenderguru.com" target="_blank">Andrew Price</a>. We are currently using them as place holders. (updated 24.3.2012)
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_turn_01.jpg" border="0" class="linked-image" />
Turn near marine start. Added an outdoors area. (updated 24.3.2012)
<img src="http://plantdev.no-ip.org/images/plant/skybox/sky9.jpg" border="0" class="linked-image" />
Outdoor area between Loading Bay and Railway Techpoint. Skybox by whoppaXXL.
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_research_room_01.jpg" border="0" class="linked-image" />
Research room. (added 24.3.2012)
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_station.jpg" border="0" class="linked-image" />
Railway station.
<a href="http://plantdev.no-ip.org/images/plant/" target="_blank">More screenshots</a> (more or less chaotic collection, we might put up a simple gallery later if need be)
<b>Update list:</b>
6.2.2011: Added screenshots of Cafeteria, link to ns2_plant's twitter account and also updated progress to map's layout.
6.5.2011: Added a new "UWE style" layout.
11.5.2011: Updated screenshot of Cafeteria.
27.6.2011: Updated screenshots of Marine Start and Readyroom.
10.7.2011: Updated layout from 6 TP & 9 RT to 5 TP & 8 RT
15.7.2011: Added missing junction points and location names to the layout.
7.8.2011: Added screenshots of outdoor area which can be seen from corridor connecting MS & Railway Techpoint.
24.3.2012: Added screenshots of water treatment, biodome and railway station.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->by perso and Varathar<!--sizec--></span><!--/sizec-->
<b>Download:</b> <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><a href="http://plantdev.no-ip.org/releases/alpha3/ns2_plant_a3.zip" target="_blank">ns2_plant_a3.zip</a><!--sizec--></span><!--/sizec--> (2.9.2012, latest)
<b>Steam Workshop:</b> <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=88530671" target="_blank">http://steamcommunity.com/sharedfiles/file...ls/?id=88530671</a>
<b>NS2_Plant on <!--coloro:#49d2fe--><span style="color:#49d2fe"><!--/coloro-->Twitter: <!--colorc--></span><!--/colorc--></b><a href="http://www.twitter.com/plantdev" target="_blank">http://www.twitter.com/plantdev</a>
Follow us cranking on our map and everything beyond. :)
<b>Overview:</b>
This map is set on a distant, snowy planet where mankind tries to plant vegetation to make the air breathable.
<b>Theme:</b>
Map's theme is based on plants, and we are trying to show it throughout the map. The marine side consists of rooms like loading bay, while the alien side is more techy. The area between marine side and alien side will have a lounge/cafe theme.
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_layout_02.jpg" border="0" class="linked-image" />
Layout. (updated 24.3.2012)
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_ms_01.jpg" border="0" class="linked-image" />
Marine Start. (updated 24.3.2012)
<img src="http://plantdev.no-ip.org/images/plant/r2/ns2_plant_readyroom.jpg" border="0" class="linked-image" />
Readyroom. (updated 11.3.2012)
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_cafe_01.jpg" border="0" class="linked-image" />
Cafeteria. Credits for the plant models go to <a href="http://www.blenderguru.com" target="_blank">Andrew Price</a>. We are currently using them as place holders. (updated 24.3.2012)
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_turn_01.jpg" border="0" class="linked-image" />
Turn near marine start. Added an outdoors area. (updated 24.3.2012)
<img src="http://plantdev.no-ip.org/images/plant/skybox/sky9.jpg" border="0" class="linked-image" />
Outdoor area between Loading Bay and Railway Techpoint. Skybox by whoppaXXL.
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_research_room_01.jpg" border="0" class="linked-image" />
Research room. (added 24.3.2012)
<img src="http://plantdev.no-ip.org/images/plant/devshots_24-03-2012/ns2_plant_station.jpg" border="0" class="linked-image" />
Railway station.
<a href="http://plantdev.no-ip.org/images/plant/" target="_blank">More screenshots</a> (more or less chaotic collection, we might put up a simple gallery later if need be)
<b>Update list:</b>
6.2.2011: Added screenshots of Cafeteria, link to ns2_plant's twitter account and also updated progress to map's layout.
6.5.2011: Added a new "UWE style" layout.
11.5.2011: Updated screenshot of Cafeteria.
27.6.2011: Updated screenshots of Marine Start and Readyroom.
10.7.2011: Updated layout from 6 TP & 9 RT to 5 TP & 8 RT
15.7.2011: Added missing junction points and location names to the layout.
7.8.2011: Added screenshots of outdoor area which can be seen from corridor connecting MS & Railway Techpoint.
24.3.2012: Added screenshots of water treatment, biodome and railway station.
Comments
Our main focus will be on gameplay, so we will try to add props (such as crates) only if it will enhance the gameplay of the map.
At this point we will try to keep our prop usage at minimum. This will also make it more easier to make changes afterwards.
<b>Layout:</b>
In NS2_plant's layout we tried to emphasize the right side of the map. Most of the battles will take place on the right side and the nearest tech points should be easy to protect.
On the left side is planned to be 3rd hive / 3rd marinebase and the rush distance will be shorter. This will make the endgame more aggressive and shorter.
Basing the map on plants/greenhouse technology etc was a masterstroke. It'll really complement the alien side and dynamic infestation.
Will there be snowy areas? Going from a steamy greenhouse environment into a white snowy environment would be great. And will you have lots of glass shattering around the place during combat?
I'm imagining something along the lines of the Eden Project in England, if it was in the arctic :D
<img src="http://i.imgur.com/eyHSm.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/FyMph.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/6BfTI.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/SnIRJ.jpg" border="0" class="linked-image" />
We actually haven't planned the last hive so we take that as a good suggestion. However, I don't think we will be making outdoor areas, as we don't know how it will fit with the engine and gameplay requirements.
I was about to post "WTF is going on here" :P
It reminds me of a ns_nancy/ns_origin cross over somehow (good stuff). Might need some less brightness on those lights in the back there on the stairs in the "transparant pillars" shot though.
Indeed, but there will be hell to pay if there is no RAVE ROOM then! :D
Nancy readyroom? You guys have been too long away from NS.
Oh and good idea for a map btw.
*goes off and thinks about the features an ns2 rave room could have...
Oh and good idea for a map btw.
*goes off and thinks about the features an ns2 rave room could have...<!--QuoteEnd--></div><!--QuoteEEnd-->
"Fall 2009"
Maybe I just let mine out the bag...
considering that aliens are the faster and more agile movers the hive tech points could be a bit further from spawn hive?
Cheers,
Cody
considering that aliens are the faster and more agile movers the hive tech points could be a bit further from spawn hive?<!--QuoteEnd--></div><!--QuoteEEnd-->
We are going to make adjustments when the game is about to be released. I really hope that the game is going to change so that you can't get 2nd hive at game start or during the first 5 minutes.
Because now when game starts I got 3 hives faster than 1 minutes. (2 hives up at 45sec and 3rd hive is up in 55sec.) :(
And if they are going to keep it that way, I think hive rush would be number one alien tactic. :(
<img src="http://mys6.kyla.fi/images/plant/ns2_plant_readyroom.jpg" border="0" class="linked-image" />
Can you say GIANT CHEESE?
Early WIP version of the Marine start.<!--QuoteEnd--></div><!--QuoteEEnd-->
Now, I know this isn't intentional, but the cell-shaded/drawn look of this shot is amazing. I'm looking forward to a cell-shaded NS2 mod.
We also added link to our twitter account (<i>more subscribers means more tweeting :)</i>).
More information can be found from the <b>first post</b>. In the future we will keep the first post updated with latest updates.
Rambling aside, here are some new screenshots of one of the areas that we have been revising.
<img src="http://plantdev.dyndns.org/images/plant/r0/ns2_plant_cafeteria.jpg" border="0" class="linked-image" />
Cafeteria.
<img src="http://plantdev.dyndns.org/images/plant/r0/ns2_plant_cafeteria2.jpg" border="0" class="linked-image" />
Green "flowerbeds" between tables will have plants (<i>when we model them, or if someone else creates them for us! :)</i>)
<!--quoteo(post=0:date=:name=_Thresh_)--><div class='quotetop'>QUOTE (_Thresh_)</div><div class='quotemain'><!--quotec-->Looks good. Love the high light levels and the openness of this map, should create some good action filled games and less creeping.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks, I tried to make the ceiling more darker, but there are also some windows in various spots there. Though I probably have to tune it a little, to make it appear less "full bright".
<!--quoteo(post=0:date=:name=GISP)--><div class='quotetop'>QUOTE (GISP)</div><div class='quotemain'><!--quotec-->The tables and benches needs some love i think, they are to "boxy" :(<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree. I will probably try to make them more detailed in the editor or preferably model them (or wait for UWE to release something that we could use). I'm still learning to do basic modeling in blender, so it might take a few tries to accomplish anything satisfactory :). Then again, custom models are not our biggest priority at the moment.
These two trim_14 textures next to each other don't look that well in shot1.
I'd make the floor curved to spice it up since the inner corner is curved anyway.
These two trim_14 textures next to each other don't look that well in shot1.
I'd make the floor curved to spice it up since the inner corner is curved anyway.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks, I'm a fan of your map. Also thanks for great tutorial! I might add some support pillars on the sides of the doorway, to break things up a little. I guess one must be careful with trim_14, since it was so over used in ns1.
We are trying to keep our hallways clean enough that when ns2 get published, we can more easily make adjustments in rooms. I try to concentrate mainly on gameplay.
If the game stays in this form, we have to add more props and make corners a little darker etc etc.
Of course that doesn't mean it's better suited for "combat" or "classic," just what it reminds me of so far.
Approximately 20% of the rooms are done. Both me and Varathar are often busy with work / studies so progress is a little
slow at times. Of course we'd like to aim for the 1.0 release of ns2, but time will tell. ;)
There are a couple of unfinished rooms we haven't shown yet, but they still need more work before we dare show them.
At the moment I'm trying to figure out ways to improve my lighting skills (which you may have learned if you've followed us on twitter ;)).
Thank you very much for the support!
edit: added a screen shot for reference
<img src="http://plantdev.dyndns.org/images/plant/ns2_plant_cafeteria5.jpg" border="0" class="linked-image" />
Please post pics when you get some vegetation in the map, a fresh/cleaner/futuristic look is what I am looking for, and to me map diversity is very important.
PS: If there are any other ways to "Support" you let me know.