NS2_Spines by FMPONE
Hey guys, take two here. Screenshots in a long time, layout now. (There is more to show, but nothing ready to be shown.)
<img src="http://i.imgur.com/hKmoM.jpg" border="0" class="linked-image" /> ** The spawns are the tech points on the horizontal level **
Blue = tech nodes, brown = power point, purple = resource point.
Red = it's own level in the map, cannot be accessed from the other elevations except from the main path.
Green = first elevation level near the spawns.
Orange = secondary path
<img src="http://i.imgur.com/0BAxn.jpg" border="0" class="linked-image" />
Based on the example layout here:
<img src="http://i.imgur.com/X0Fys.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/hKmoM.jpg" border="0" class="linked-image" /> ** The spawns are the tech points on the horizontal level **
Blue = tech nodes, brown = power point, purple = resource point.
Red = it's own level in the map, cannot be accessed from the other elevations except from the main path.
Green = first elevation level near the spawns.
Orange = secondary path
<img src="http://i.imgur.com/0BAxn.jpg" border="0" class="linked-image" />
Based on the example layout here:
<img src="http://i.imgur.com/X0Fys.jpg" border="0" class="linked-image" />
Comments
Yeah, that's because I still need to work out how big I'm going to make them. The rest should be accurate to the real sizes of the map though
I'de suggest using the props for all the marine/alien buildings and placing them down so you can get a feel for how big you room should be. and what kind of choke points you want to set up with turrets/hydras
from the look of it, probably spark and he's giving a topdown veiw of it.
Will have to see the end result though :)
Will have to see the end result though :)<!--QuoteEnd--></div><!--QuoteEEnd-->
That's true! But this is just a planning-phase of the layout, it won't be the same floors etc in the end
I mean the actual "example layout" top down view titled "Diamond". I've seen a lot of layouts done using the same visuals and was wondering if its a common tool everyone is using?
<a href="http://imageshack.us/photo/my-images/16/spinesone.png/" target="_blank"><img src="http://img16.imageshack.us/img16/9863/spinesone.png" border="0" class="linked-image" /></a>
<a href="http://imageshack.us/photo/my-images/11/spinestwo.png/" target="_blank"><img src="http://img11.imageshack.us/img11/6284/spinestwo.png" border="0" class="linked-image" /></a>
<a href="http://imageshack.us/photo/my-images/5/spinesthree.png/" target="_blank"><img src="http://img5.imageshack.us/img5/7338/spinesthree.png" border="0" class="linked-image" /></a>
Thank you.
I really love that you go for a unique look and try to come up with your own ideas opposed to some other mappers.
Some small suggestions:
-The wall in the background of the first pic could use some detail/breaking up/different lighting so it fits more to the rest of the room. The white lights on the ceiling in addition to that white light texture stuff at the end are maybe too much aswell.
-In general there is something making it a bit harsher for the eye then necessary. I'm not sure if it is just the color, but I'd try to go for a slightly different red, maybe just a bit more blue or less green/yellow, so it's softer and fits better with the strong white of the lights.
I really love that you go for a unique look and try to come up with your own ideas opposed to some other mappers.
Some small suggestions:
-The wall in the background of the first pic could use some detail/breaking up/different lighting so it fits more to the rest of the room. The white lights on the ceiling in addition to that white light texture stuff at the end are maybe too much aswell.
-In general there is something making it a bit harsher for the eye then necessary. I'm not sure if it is just the color, but I'd try to go for a slightly different red, maybe just a bit more blue or less green/yellow, so it's softer and fits better with the strong white of the lights.<!--QuoteEnd--></div><!--QuoteEEnd-->
I've made some changes to the lighting since these shots, in order to make it easier on the eye as you mentioned. This involved making the shadows more blue, so it doesn't go orange-black-white, but more of a orange-very dark blue-white, and it's more soothing. Some shots of that in the future.
The back wall is actually my favorite part of the whole area, but its hard to demonstrate unless you're in-game (the floor of that upper platform is really cool, but you can't see it here.) I'll definitely break it up a bit, however, to satisfy that demand for detail you're absolutely correct to remind me of.
Thanks for the advise as always
<a href="http://imageshack.us/photo/my-images/694/godrays.png/" target="_blank"><img src="http://img694.imageshack.us/img694/7858/godrays.png" border="0" class="linked-image" /></a>
So, in the mean time, here is an updated shot of marine spawn. I wanted to address two major concerns: people felt the side windows were too superficial and the lighting wasn't natural enough. Secondly, the back wall was consistently felt to be just too damn flat. I think I've resolved both of these issues. And if I haven't, well, ###### it :P Players will spend an inordinate amount of time in 3 rooms: both spawns, and the ready room. But at some point, you've just got to move on. As for Marine Spawn, I think you guys get the idea.
<img src="http://img36.imageshack.us/img36/2802/spines2.png" border="0" class="linked-image" />
<img src="http://img191.imageshack.us/img191/4173/spines1.png" border="0" class="linked-image" />
The backwall looks a lot better now
ONOS's are gonna have a hard time jumping over all the structures comm's will place there.
och than that - great work!
ONOS's are gonna have a hard time jumping over all the structures comm's will place there.
och than that - great work!<!--QuoteEnd--></div><!--QuoteEEnd-->
There is an identical staircase on the other side, you can see it in the first shot. The sides are also both open at a point, so it should be no problem to assault