ns2_youpick

Sgt_SimpleSgt_Simple Join Date: 2009-06-29 Member: 67972Members
<div class="IPBDescription">help me find a name</div><img src="http://www.sgtsimple.pwp.blueyonder.co.uk/lock1.jpg" border="0" class="linked-image" />
<img src="http://www.sgtsimple.pwp.blueyonder.co.uk/lock2.jpg" border="0" class="linked-image" />
<img src="http://www.sgtsimple.pwp.blueyonder.co.uk/lock3.jpg" border="0" class="linked-image" />
<img src="http://www.sgtsimple.pwp.blueyonder.co.uk/lock4.jpg" border="0" class="linked-image" />
<img src="http://www.sgtsimple.pwp.blueyonder.co.uk/heat.jpg" border="0" class="linked-image" />
<img src="http://www.sgtsimple.pwp.blueyonder.co.uk/heat1.jpg" border="0" class="linked-image" />
<img src="http://www.sgtsimple.pwp.blueyonder.co.uk/heat2.jpg" border="0" class="linked-image" />
<img src="http://www.sgtsimple.pwp.blueyonder.co.uk/heat3.jpg" border="0" class="linked-image" />
<img src="http://www.sgtsimple.pwp.blueyonder.co.uk/heat4.jpg" border="0" class="linked-image" />

just some of the stuff i been working on

i do have a full map layout building locations into it once i got something finished for it will post pics here
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Comments

  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    honestly the 3 stairs going to the hive looks a little weird, why would there be 3 random staircases leading from the same level to the same location, 2 feet apart? it would make sense if the 3rd stair led down to another level, although i guess that would violate the no level-on-level stuff.
  • RustyCRustyC Join Date: 2010-01-23 Member: 70279Members
    Quite a nice atmosphere; it does seem a little dark though, an ambient light might help it.

    Also, try turning edges off by clicking on "perspective" in the top left corner, it would make it easier to see it.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    nice job simple. you should take pictures from in game though so it gives us a better sense of lighting.

    also, the ceiling needs diversification in shot #5. ceilings in general need a little more variation in textures, maybe just throw some beams up there or some pipes or cables.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    LOL, I saw the topic title and read it as <i>youprick</i>. You railings need struts or what ever they are called, you know the things on the end of those railings so you don't bump into them and hurt yaself
  • HajenEHajenE Join Date: 2010-12-22 Member: 75855Members
    Nice map! Well, you can copy my idea If you like it: name the map after the nickname of a friend that you want to start playing ns2,, then they can't refuse to atleast test it - right? :)
  • RulgrokRulgrok Join Date: 2007-04-04 Member: 60559Members
    I'd personally remove the central staircase place the tech point in that area and then have some consoles or a power node where you have the hive set up currently.
  • RulgrokRulgrok Join Date: 2007-04-04 Member: 60559Members
    as for a name - sewage treatment or something along those lines. Very urban industrial feel and those larges pipes taking up a big part of that room there with the window makes me think its some sort of processing plant. Could be water, air, chemicals, w/e. So far you've only provided what I imagine is a small snapshot of your design style for this map.
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
    edited January 2011
    Just putting random names out:

    Declivity
    Insipid
    Sedibus
    Mortem
  • Sgt_SimpleSgt_Simple Join Date: 2009-06-29 Member: 67972Members
    edited December 2010
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/1.jpg" border="0" class="linked-image" />
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/2.jpg" border="0" class="linked-image" />
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/3.jpg" border="0" class="linked-image" />
    please remember these pics are basic geometry to help me keep map flow im building up rooms and corridors as i go this is not what the final map will look like
    just a few more pics and one for the devs i hope they pick up on this its a request i would like to borrow a small part of the tunnel from ns2_tram if the map designer does not mind if he/she dont mind want to use it for my ready room if they would rather i dont i will take it out
    link for my ready room video <a href="http://www.youtube.com/watch?v=v8J7pbCkIBU" target="_blank">ready room video</a>
    and a question for the community every room i make ends up symetrical what are your thoughts on symetry or not
  • RulgrokRulgrok Join Date: 2007-04-04 Member: 60559Members
    problem with symmetry is it adds a copy and paste type look to your design. Symmetry creates beauty, asymmetry creates individuality. When you gentle use asymmetry to compliment beauty with uniqueness you get something original
  • Sgt_SimpleSgt_Simple Join Date: 2009-06-29 Member: 67972Members
    new room idea i been messing with anyone know why everything i make seems lacking in someway

    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled4.jpg" border="0" class="linked-image" />
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled5.jpg" border="0" class="linked-image" />
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled6.jpg" border="0" class="linked-image" />
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled7.jpg" border="0" class="linked-image" />
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    looks like a cathedral lol, you should put in some pews so the skulks can pray!
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    One thing you're missing, and I guarantee your map will look better! AMBIENT LIGHTING!
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    how about calling it ns2_needsBETTERceilings :P

    nah its looking really good so far :)
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    It makes me feel like I'm looking at one of those gothic UT maps. 'cause that roof reminds me of the 17th Century.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited January 2011
    ns_base52
    i would add a yellow text with " Base 52 " to the doors.

    The last things looks like a church O.o
  • Commie SpyCommie Spy Join Date: 2009-07-02 Member: 68008Members
    the last thing looks like a church and i think it looks dope =]
  • 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
    <b>NS2_Incubus</b>
    Since you have a religius theme, a demonic name is fitting.
    <b>NS2_Saint</b>
    Again the religius theme.
    <b>NS2_Omnicron</b>
    Something "Spacy" - you can easiely add aplha, tetra, beta etc etc if you so desire.
    <b>NS2_ (something*) (outpost/mining/refinery/station/facility) ( random number **)</b>
    *planet/moon/corperation names. - **same as above.
    <b>NS2_random greek letter and or god.</b>

    <b>NS2_Setna</b>
    Setna is the furthest away Plutino in the solar system - a Setna year is roughly 10.000 earth years, and is per difinition awesome :P
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Members, Squad Five Blue
    <!--quoteo(post=1823127:date=Jan 10 2011, 11:17 AM:name=GISP)--><div class='quotetop'>QUOTE (GISP @ Jan 10 2011, 11:17 AM) <a href="index.php?act=findpost&pid=1823127"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>NS2_Setna</b>
    Setna is the furthest away Plutino in the solar system - a Setna year is roughly 10.000 earth years, and is per difinition awesome :P<!--QuoteEnd--></div><!--QuoteEEnd-->
    You mean sedna eh? that's where I got the inspiration for akhlut, Inuit gods. :)
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Whatever happened to simple words that just sounded nice? :) I'd choose saint, does just that.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1822610:date=Jan 8 2011, 10:06 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jan 8 2011, 10:06 AM) <a href="index.php?act=findpost&pid=1822610"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It makes me feel like I'm looking at one of those gothic UT maps. 'cause that roof reminds me of the 17th Century.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree entirely, but I feel the urge to nitpick. You need to go much earlier for Gothic Architecture, which was at its height around the 13th Century.

    Sgt_Simple: I love that Gothic style, but it doesn't feel very connected with the more straightforward sci-fi of the other shots. Will you be doing the whole map in this style?
  • Sgt_SimpleSgt_Simple Join Date: 2009-06-29 Member: 67972Members
    thats the problem im having i just cant seem to get it all to tie tgether i for 3 ideas for map themes but if i dont the whole map in that theme it sucks ans i cant take one theme and make it big enough to make a whole map

    i could really use some expert guidance
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    i was picturing some rubble between the modernized base and the ancient architecture.

    This has been the theme for many sci-fi movies from the 80's where a military research facility where researching ancient artifacts. You may want to wait a while for some props or make some blocks from geometry as if they fell from the ceiling or wall during the excavation of the area. Just a thought and i think it would carry over well. I really like the cathedral and if you can make a transition from old to new well it would be epic eye candy.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    I don't know if this can help you but it might give you things to think about. I just going to throw out various things as they come.

    There is no reason why you couldn't mix up the two feelings, but you have to understand the intentions of both 'time-frames'.

    Gothic architecture comes from an excellence in stone cutting, and an understanding of how to bring the forces of weight together through the stone. They wanted to build as high as possible with as little stone as possible and they learned through experience the limit of that form of architecture. Gothic architecture inspires itself a lot in the way vegetation holds itself up in fine branches and the relation of the width of the trunk at different heights to the branches. Look at the proportion of the width of a trunk to the branches at different heights. This will show you how to work the pillars and their sprouts. Each sprout of a pillar has a foot in the ground. When you look at a Gothic pillar you can see in how much it is going to be divided.

    The biggest cathedral that was intended to be built in France collapsed because it was too big for that form of architecture. This shows how people in those times just tried to push the limits of their possibilities. Pay attention to the proportion of your space and the ratio between width and height. In the central space it can be easily 3 to 1 in a Gothic cathedral in comparison to a roman church they are around 2 to 1.

    In traditional architecture churches have always wanted to make people feel as if they were in a cave. The earliest sacred spaces we still have in France are in caves. There is a certain metaphor in having to go deep into the darkness of the earth to find the light we have in ourselves.

    Now creating this space into the world of NS2. In this time we don't make things out of stone. In our era we have concrete which is a stone you pour into its shape. We can prefabricate beams of concrete for a building. You could design a series of prefabricated beams of concrete. Concrete is very strong in compression and is dualed in tension with iron grating making it very strong. It doesn't have to be very thick to hold up a lot of weight. We also have steel I-beams which are very strong also, you don't need a lot of matter to hold up a tremendous amount of weight.

    Now the people of NS2 time want to create a space resembling a Gothic church how would they do it? They probably have some forms of composite metals that are really strong so they can make very fine pillars. Every architectural piece of this space would be very fine, contrasting with the metaphoric weight of the place. This is something common even in Gothic cathedrals. You question how so little matter can hold so much.

    In Gothic cathedrals the ceiling is not the roof. There is a tremendous space between the two. The arches you see that hold the ceiling hold in fact plastered wood. In NS2 maybe they won't do it like this. Maybe it could be left open or covered with some grating. With modern architecture we have understood that you can imply space without having to put strong physical boundaries. The arches could imply the interior space and there would be space for the alien to hide in above it.

    One thing that shocked me is that the space you created, you tried to give it a stone feeling to imply it is some sort of church. But I don't think you need to do that to imply that it is. Use the same style you want to go with and create that space with what you have. Think about what churches do to create a space. The space you create is much more important than the style of the boundaries it has. The material you use in architecture is more to do with physical constraints than the look you want it to be. This is something the Romans knew very well. There is a skeleton and there is a skin to a building and there is a lot of fat and void between them. So liberate yourself from the material and use the material to hold your space together. Don't use the material to define the area. Space defines the area, material holds it.

    Because it is virtual we do not have the same constraints as in a real buildings but as mappers we have to know the things to make it believable. Look at us humans. We have a skeleton that is really what makes our proportions and our dimensions yet you never see the skeleton. Yet with our knowledge we can imagine the skeleton. When you create a space, especially if you want to make spaces that exist in real life, imagine its skeleton, what holds it together. Imply it without showing it. Let us imagine things. You have to be a very good architect to have faith in your building's skeleton. Only the best show it with confidence, you'll notice most buildings hide their skeleton and the way they are built.

    I think there is a lot to do with what you want to do. A lot of fun to be had and a real challenge. You've just made me think of those wonderful Warhammer 40k pictures of my youth, showing the emperor's space monasteries. Your whole map could be a space monastery hidden in an asteroid. It would have the rooms dedicated to religious life but also the rooms a lived space asteroid needs to survive in these conditions.

    Good luck to you and have fun with it!
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    edited January 2011
    As far as extending a theme over a whole map goes, it's a good idea to take a look at the theme you've chosen and investigate what it is that gives your theme its characteristics. When you know that, you will find it a lot easier to extend it over the whole map, and provide enough variation on it that you can keep things looking interesting.

    Because it's been brought up, and because it's brilliant, let's take a look at Gothic Architecture. Very broadly speaking the anatomy of your theme can be broken down into a few categories: Line, Shape/Form, Texture/Pattern, Colour, and Sense of Place. Let's take a look at Bourges and Riems Cathedrals:

    <img src="http://upload.wikimedia.org/wikipedia/commons/thumb/0/0c/Cathedrale_bourges_interieur.JPG/800px-Cathedrale_bourges_interieur.JPG" border="0" class="linked-image" />

    <img src="http://upload.wikimedia.org/wikipedia/commons/thumb/a/ad/Cathédrale_de_Reims_intérieur.jpg/450px-Cathédrale_de_Reims_intérieur.jpg" border="0" class="linked-image" />

    So already you can see that there's a clear theme of Line and Form, with a huge emphasis on vertical lines and those characteristic pointed arches. You can also see that motifs are repeated a lot; there's a long line of pillars and arches, which are also repeated on many scales. So it's clear as well that there's a strong use of repetition in this style. The structure is clearly visible; those pillars are obviously holding the place up, but simplicity of Line and Form is definitely not important here. There's a great deal of ornamentation everywhere, particularly in the extremely intricate traceries on the windows.

    As far as Colour and Texture goes, things are kept pretty simple here. For the most part the colours and textures are kept muted and uniform throughout. It's only on the windows where, suddenly, there's an excitement of colour and pattern. But this would be a good point to look at ways the theme can be varied.

    <img src="http://upload.wikimedia.org/wikipedia/commons/thumb/7/70/Sainte_Chapelle_-_Upper_level_1.jpg/302px-Sainte_Chapelle_-_Upper_level_1.jpg" border="0" class="linked-image" />

    Here we have Viollet-Le-Duc's incredible restoration of The Sainte-Chapelle in Paris. As you can see, while there are small variations in terms of Line and Form, Colour and Pattern have taken a totally different approach. Everything is incredibly vivid, and vibrant, and almost overwhelmingly bright and colourful. There's a lovely blue/gold colour combinations and patterns on just about every surface that will take them. Light is used a lot more as well. There are more, and bigger, windows, which serve to bring out the colours even more.

    In terms of a Sense of Place, it's clear that these elements are working differently in each case. In the previous two examples, there was a much more sombre, brooding atmosphere, and in this case things are brighter and airier. In all cases it's clear that it's meant to be imposing and more than a little overwhelming.

    Let's get a bit more sci-fi now:

    <img src="http://img21.imageshack.us/img21/4925/m118405799110801002bfgb.jpg" border="0" class="linked-image" />

    So this is a Warhammer 40k spacecraft, and you can clearly see how they've used the Gothic form in the design. There's an emphasis on the vertical again, as well as the heavy repetition of Line and Form to create a sense of ornateness. You can also see how they've changed things to give it more of a sci-fi feeling. They've flattened their arches, and replaces some of the curves with angles, to give it a more harsh, brutal look. The're also using Colour and Texture to different effect, opting for something that is more metallic and imposing. It's difficult to talk about Sense of Place as this is quite a small object, but were it to full scale and you were inside, I'm sure it would be just as imposing and impressive as the other examples, and probably more so.

    Hopefully these examples have been useful to you in terms of identifying what it is that defines a particular theme, and also in recognising ways it can be altered to keep things interesting and varied across a map. Lighting is an obvious one that lots of NS maps use. Your Marine and Alien areas often have quite different lighting schemes. Another thing to try is taking a few shapes or arrangements and seeing ways you can vary it in shape or size across the map.

    EDIT: Wow, two epic posts in one go.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    hehe yeah and we complement ourselves nicely ;) I also made references to warhammer 40k which is great inspiration if you want to look at sci-fi-gothic. i wish i had my old wh40k books with me they had so real nice drawings i just can't seem to find anything in that art direction on the internet.
  • MartinMartin Join Date: 2010-07-27 Member: 73229Members
    Battle fleet Gothic <3
  • Sgt_SimpleSgt_Simple Join Date: 2009-06-29 Member: 67972Members
    edited January 2011
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled.jpg" border="0" class="linked-image" />
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled1.jpg" border="0" class="linked-image" />
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    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled8.jpg" border="0" class="linked-image" />
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled9.jpg" border="0" class="linked-image" />
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled10.jpg" border="0" class="linked-image" />
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/Untitled11.jpg" border="0" class="linked-image" />

    new room but trying to keep to a sci fi gothic style i havent put any lighting in yet but what you think

    update on a possible name but i think its too long
    ns2_pugnaculum monasterium = fortress monastery
    ns2_tutus portu = safe harbour
    ns2_sanctus = saint just for Thaldarin happens to be the front runner at the mo
    ns2_raptorus = i made it up
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    This thread has become EPIC
    <img src="http://img535.imageshack.us/img535/7253/2znu4ox.gif" border="0" class="linked-image" />
  • Sgt_SimpleSgt_Simple Join Date: 2009-06-29 Member: 67972Members
    bad news for me i got to remake the med lab as i scalled the archs and it made the end not fit the pillers and it all just went silly as i expanded so i am remaking the pillers and archs to standard sizes and they will all tie together better so alot of work to do
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