NS2_Spines by FMPONE

fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
edited August 2011 in Mapping
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" />
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Comments

  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    edited August 2011
    looking good fmp, I like the layout. but the spawns look a little small to be able to fit all requires buildings in them.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1866998:date=Aug 6 2011, 04:13 PM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Aug 6 2011, 04:13 PM) <a href="index.php?act=findpost&pid=1866998"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->looking good fmp, I like the layout. but the spawns look a little small to be able to fit all requires buildings in them.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    <!--quoteo(post=1867008:date=Aug 6 2011, 05:07 PM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Aug 6 2011, 05:07 PM) <a href="index.php?act=findpost&pid=1867008"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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<!--QuoteEnd--></div><!--QuoteEEnd-->

    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
  • doesephdoeseph Join Date: 2009-11-22 Member: 69467Members, NS2 Playtester, Subnautica Playtester
    What program did you create that layout in?
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    <!--quoteo(post=1867046:date=Aug 6 2011, 07:30 PM:name=doeseph)--><div class='quotetop'>QUOTE (doeseph @ Aug 6 2011, 07:30 PM) <a href="index.php?act=findpost&pid=1867046"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What program did you create that layout in?<!--QuoteEnd--></div><!--QuoteEEnd-->

    from the look of it, probably spark and he's giving a topdown veiw of it.
  • SkwareSkware Join Date: 2006-10-31 Member: 58125Members
    Symmetrical layout is interesting, but there seems to be a lot of right angles in the map.

    Will have to see the end result though :)
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    edited August 2011
    <!--quoteo(post=1867070:date=Aug 6 2011, 09:07 PM:name=Skware)--><div class='quotetop'>QUOTE (Skware @ Aug 6 2011, 09:07 PM) <a href="index.php?act=findpost&pid=1867070"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Symmetrical layout is interesting, but there seems to be a lot of right angles in the map.

    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
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
    I second you on that starting a new map is good as I did the same thing. Good luck!
  • doesephdoeseph Join Date: 2009-11-22 Member: 69467Members, NS2 Playtester, Subnautica Playtester
    <!--quoteo(post=1867054:date=Aug 6 2011, 05:39 PM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Aug 6 2011, 05:39 PM) <a href="index.php?act=findpost&pid=1867054"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->from the look of it, probably spark and he's giving a topdown veiw of it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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?
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
    The example layout is from the UWE mapping guideline which they have provided several example layouts for mappers to use and appropriate from.
  • NajmirNajmir Join Date: 2003-09-25 Member: 21184Members
    Looks like were in for a high intensity map here. It's on the watch list.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    Marine Spawn

    <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>
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1868388:date=Aug 11 2011, 01:09 PM:name=subshadow)--><div class='quotetop'>QUOTE (subshadow @ Aug 11 2011, 01:09 PM) <a href="index.php?act=findpost&pid=1868388"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Amazing!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thank you.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Looks cool.
    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.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    edited August 2011
    <!--quoteo(post=1868433:date=Aug 11 2011, 05:59 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Aug 11 2011, 05:59 PM) <a href="index.php?act=findpost&pid=1868433"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks cool.
    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
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    I like Marine Spawn, to me its very insect like
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    I like it how that command station looks like it's going to yell "RESPECT MY AUTHORITY!"
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    Here we are with god rays. Unfortunately, my computer can't really handle them.

    <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>
  • TravCarpTravCarp Join Date: 2010-06-04 Member: 71962Members, Reinforced - Supporter
    I like the lighting alot :) same with the layout!
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    Yes, looks pretty good! Reminds me of a kinda space church relating to chaos or something.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    Alien Spawn is coming along very well. Better than I ever expected. But, it isn't ready to show -- yet.

    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" />
  • Dragon-GuardDragon-Guard Join Date: 2011-07-25 Member: 112159Members
    looks very nice man.
    The backwall looks a lot better now
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Crazy cool and that white light on the floor is very refreshing.
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    Wonderful work FMPONE. I really like how you've created a seemingly totally different style with the same (current) art assets.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    Thanks you guys for the nice comments :)
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    The lighting is so Aliens 3
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    edited August 2011
    Isnt the CC a little bit to easy,protected with just one staircase to it?
    ONOS's are gonna have a hard time jumping over all the structures comm's will place there.

    och than that - great work!
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    edited August 2011
    <!--quoteo(post=1870569:date=Aug 22 2011, 01:19 PM:name=Twiggeh)--><div class='quotetop'>QUOTE (Twiggeh @ Aug 22 2011, 01:19 PM) <a href="index.php?act=findpost&pid=1870569"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Isnt the CC a little bit to easy,protected with just one staircase to it?
    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
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