ns2_leros

hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Members, Squad Five Blue
<div class="IPBDescription">new map attempt</div><div align='center'><b>NS2_LEROS</b>
<img src="http://img859.imageshack.us/img859/5893/backgroundqi.jpg" border="0" class="linked-image" />
</div>
Scrapped the old map, started leros about a month ago. Not quite ready to share the layout or the full map as it is.
The Leros Signal Station uses a reactor to generate a signal detectable from adjacent star systems, acting as a beacon and refueling station for lost ships. Here are a few screens of the rooms I've detailed on the alien side of the map. Still working on the lighting.

Coolant Tanks - alien start
<img src="http://img571.imageshack.us/img571/9695/coolanttanks01.jpg" border="0" class="linked-image" />
<img src="http://img833.imageshack.us/img833/87/coolanttanks02.jpg" border="0" class="linked-image" />

Maintenance - res point
<img src="http://img24.imageshack.us/img24/2369/systemsmonitoring04.jpg" border="0" class="linked-image" />
<img src="http://img194.imageshack.us/img194/8841/systemsmonitoring03.jpg" border="0" class="linked-image" />
<img src="http://img848.imageshack.us/img848/5151/systemsmonitoring02.jpg" border="0" class="linked-image" />
<img src="http://img707.imageshack.us/img707/231/systemsmonitoring01.jpg" border="0" class="linked-image" />

Hub Transfer - res point
<img src="http://img852.imageshack.us/img852/5997/hubtransfer02.jpg" border="0" class="linked-image" />
<img src="http://img12.imageshack.us/img12/9484/hubtransfer01.jpg" border="0" class="linked-image" />

Comments

  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    Pretty cool, love the lighting on the Fade's arms in the 6th picture, really atmospheric. Can't wait to see more progress done on this map.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Looking good to start with, I'd like to see more lighting though! =]
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    very cool, good work. couple questions:

    1. does the hive initial infestation cover that alien start harvester?

    2. is there a main path to the hive that doesn't involve use of ladders? <-- this is mapping guidelines.

    and like thal said, let's see some varied lighting!
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Members, Squad Five Blue
    <!--quoteo(post=1841968:date=Apr 22 2011, 01:32 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Apr 22 2011, 01:32 PM) <a href="index.php?act=findpost&pid=1841968"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->very cool, good work. couple questions:

    1. does the hive initial infestation cover that alien start harvester?

    2. is there a main path to the hive that doesn't involve use of ladders? <-- this is mapping guidelines.

    and like thal said, let's see some varied lighting!<!--QuoteEnd--></div><!--QuoteEEnd-->
    1. no, I was worried about that. sorta hoping I don't have to move it but there's another spot if there's no work-around

    2. yeah, there's three exits on the lower level to a hallway wrapping around the edge for onos or marines that fall down there and survive. I haven't built the exit yet, waiting to see if they're going to implement elevators so I don't have to build a large staircase.

    gunna try and stick to around 4 main light colours through the map to give it a uniform feel that'll hopefully make it stand out.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1841988:date=Apr 22 2011, 02:09 PM:name=hookeyed)--><div class='quotetop'>QUOTE (hookeyed @ Apr 22 2011, 02:09 PM) <a href="index.php?act=findpost&pid=1841988"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->gunna try and stick to around 4 main light colours through the map to give it a uniform feel that'll hopefully make it stand out.<!--QuoteEnd--></div><!--QuoteEEnd-->

    imho its easier to learn and memorize a map that has easily distinguishable rooms. varied lighting helps alot but if your rooms look very different in size and shape and flow then that shouldn't be a problem.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Looks nice. I like the colors and I can already see some great ideas and shapes.
    Already love the style in the 4th shot although it's lacking more props and better lighting.
    Hub Transfer looks great aswell; I'm sure you've already noticed the big difference between detailed, prop'd up parts and those rather ugly large scaled simple textures.

    I agree with ppl that the hive layout might bring issues (1st shot looks weird up there) and that lighting could use some work (not necessarily different colors).

    I'm also glad Thaldy isn't alone anymore with his sharpened screenshots :p
  • rhysjones81rhysjones81 Join Date: 2007-10-05 Member: 62548Members, Reinforced - Shadow
    I have to admit I really like the hive room, the hive being high up just feels right and the lighting in there seems to have been given far more time and appreciation it looks great for it.

    Equally I'm glad that some of the corridors are quite gloomy, as they are just corridors, connecting to the more interesting rooms and features.

    In a few builds time when marines get jet packs that hives gonna be a pain to defend though :P
  • zastelszastels Join Date: 2003-11-29 Member: 23731Members
    Pretty darn cool so far
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    So any news on this?
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