NS2_Lockdown
<div class="IPBDescription">WIP</div>Hey everyone.
I have been working on a new map and I wanted to get some feedback. At the moment All I have completed is Marine Start and the Ready room. They arent completed necessarily, but close. I may go back and make some changes, but for sure I am going to do a bit more propping to the room, but the general shape and idea should remain.
Let me know what you think!
Readyroom:
<img src="http://img143.imageshack.us/img143/4849/readyroom1.jpg" border="0" class="linked-image" />
<img src="http://img808.imageshack.us/img808/1741/readyroom2.jpg" border="0" class="linked-image" />
Marine Start:
<img src="http://img535.imageshack.us/img535/7027/ms1j.jpg" border="0" class="linked-image" />
<img src="http://img26.imageshack.us/img26/3932/ms2o.jpg" border="0" class="linked-image" />
<img src="http://img191.imageshack.us/img191/7643/ms3q.jpg" border="0" class="linked-image" />
I have been working on a new map and I wanted to get some feedback. At the moment All I have completed is Marine Start and the Ready room. They arent completed necessarily, but close. I may go back and make some changes, but for sure I am going to do a bit more propping to the room, but the general shape and idea should remain.
Let me know what you think!
Readyroom:
<img src="http://img143.imageshack.us/img143/4849/readyroom1.jpg" border="0" class="linked-image" />
<img src="http://img808.imageshack.us/img808/1741/readyroom2.jpg" border="0" class="linked-image" />
Marine Start:
<img src="http://img535.imageshack.us/img535/7027/ms1j.jpg" border="0" class="linked-image" />
<img src="http://img26.imageshack.us/img26/3932/ms2o.jpg" border="0" class="linked-image" />
<img src="http://img191.imageshack.us/img191/7643/ms3q.jpg" border="0" class="linked-image" />
Comments
Only problem I have, that reactor-like prop looks TOO good to have in a readyroom.
Just one small thing; does the hive fit at marine start? It looks like there wouldn't be enough space
Operations:
<img src="http://img163.imageshack.us/img163/1998/oper1f.jpg" border="0" class="linked-image" />
<img src="http://img845.imageshack.us/img845/397/oper2.jpg" border="0" class="linked-image" />
Your lighting... IT IS AWESOME!
go ahead please! :D
Gimme some input on this one if you have any... after finishing it, it seems too rectangle. It may work fine in gameplay, Im just not sure at this point. For now I will leave it as is and move on, but let me know what you think. The "NS2 Beta" screen is temporary, assuming I make no changes I want it to be some kind of "departures" screen, like an airport terminal, but I havent experimented with importing custom stuff yet, and probably wont until later stages of development.
And ill throw in the layout of the rest of the map, although Im sure ill make some changes as things develop.
<img src="http://img508.imageshack.us/img508/6721/tram1.jpg" border="0" class="linked-image" />
<img src="http://img827.imageshack.us/img827/2440/tram2.jpg" border="0" class="linked-image" />
<img src="http://img151.imageshack.us/img151/2774/tram3.jpg" border="0" class="linked-image" />
<img src="http://img7.imageshack.us/img7/5034/tram4f.jpg" border="0" class="linked-image" />
<img src="http://img801.imageshack.us/img801/7733/tram5.jpg" border="0" class="linked-image" />
and the layout:
<img src="http://img151.imageshack.us/img151/7214/layout1q.jpg" border="0" class="linked-image" />
Maybe add a console to the one the closest to the techpoint, hang a makeshift light on one of them,...
Just some ideas
<img src="http://img69.imageshack.us/img69/9406/tram6b.jpg" border="0" class="linked-image" />
<img src="http://img217.imageshack.us/img217/8163/tram7l.jpg" border="0" class="linked-image" />
Ill post more when its ready.
The whole map is built, but mostly generic textures and box rooms with a decent lighting scheme. I tried to get the feel and size of each room as close to what it will be in the end. This map is much bigger than Summit, it takes 25-30 seconds walking to get to each hive, with the exception of going across the map, which takes like 45 seconds to a minute, depending on which side your going to. It also contains some long vent systems, which the gorge can proceed to bilebomb from :o (in its current state I think a vent gorge could only do good damage to 1 hive room, most arent really accessible, but from the one test I did, the gorge could wreak havoc on a turret farm in that hive :P)
<img src="http://img543.imageshack.us/img543/14/layout2o.jpg" border="0" class="linked-image" />
I did detail one more room before I did the skeleton map:
Crew Quarters
<img src="http://img14.imageshack.us/img14/6236/crewc.jpg" border="0" class="linked-image" />
The whole map is built, but mostly generic textures and box rooms with a decent lighting scheme. I tried to get the feel and size of each room as close to what it will be in the end. This map is much bigger than Summit, it takes 25-30 seconds walking to get to each hive, with the exception of going across the map, which takes like 45 seconds to a minute, depending on which side your going to. It also contains some long vent systems, which the gorge can proceed to bilebomb from :o (in its current state I think a vent gorge could only do good damage to 1 hive room, most arent really accessible, but from the one test I did, the gorge could wreak havoc on a turret farm in that hive :P)
<img src="http://img543.imageshack.us/img543/14/layout2o.jpg" border="0" class="linked-image" />
I did detail one more room before I did the skeleton map:
Crew Quarters
<img src="http://img14.imageshack.us/img14/6236/crewc.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
What caught my eye is the really interesting idea to "split" a main route in half, by the simple use of the support beams. That's the kind of clever stuff that can set a map apart fast. Keep it up.
Any comments/critiques are welcome.
Power core:
<img src="http://img171.imageshack.us/img171/2484/powercore1.jpg" border="0" class="linked-image" />
<img src="http://img508.imageshack.us/img508/2483/powercore2.jpg" border="0" class="linked-image" />
<img src="http://img204.imageshack.us/img204/2517/powercore3.jpg" border="0" class="linked-image" />
Research:
<img src="http://img228.imageshack.us/img228/7043/research1.jpg" border="0" class="linked-image" />
<img src="http://img705.imageshack.us/img705/1941/research2.jpg" border="0" class="linked-image" />
<img src="http://img828.imageshack.us/img828/1051/research3.jpg" border="0" class="linked-image" />
<!--quoteo(post=1872210:date=Aug 30 2011, 07:33 PM:name=Commie Spy)--><div class='quotetop'>QUOTE (Commie Spy @ Aug 30 2011, 07:33 PM) <a href="index.php?act=findpost&pid=1872210"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In power core, there's something about the lighting that I find a bit odd. That being said I do like the room's layout. The different levels bumps up variety in combat. I dunno but that lighting is just a little strange...<!--QuoteEnd--></div><!--QuoteEEnd-->
You have keen eyes. The colour of the yellow light emanating from the "fusion rods" may be a bit off (not enough red), or too bright, or both. Maybe reduce its brightness for better mood/realism, and add a few extra lights in the area for illumination?
From looking at the map plan, I wonder if it would be too easy for Marines to ARC Power Core res node or the corridor west of Barracks from Marine Start?
The size of this map is significantly bigger than summit, there is no way an arc could siege anything through those empty spaces, the siege range is probably close to the size of operations. I have also made adjustments in power core, that room with the RT doesnt exist, it is inside kind of next to the reactor. I have also made some minor changes to the map layout, but not significant enough to warrant posting a new one, the current one is still basically the same.