ns2_doden

LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
edited September 2011 in Mapping
<b>NS2_DODEN</b>;

My first attempt at mapping; thought I'd start a thread to track my progress.

Notes:
-Early stages ~ progress slow.
-Images are subject to change; due to layout reconfiguration over-time.
-See more recent posts for updated images and new layouts.

<img src="http://i1181.photobucket.com/albums/x437/Lo_Mein/doden3h.jpg" border="0" class="linked-image" />

Comments

  • dickbassdickbass Join Date: 2011-07-10 Member: 109402Members
    i like the lighting. nice and creepy
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited September 2011
    (initial look to resource area-1, testing textures/props)
    Edited: Images removed. See below for more recent updates.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited September 2011
    (phase 2, reconstruction of resource area-1)
    Edited: Images removed. See below for more recent updates.
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    There's nothing in it yet that gives the room character.
    Play around big time with the geometry, different level floors, walls with different angles, viewable room tiles that you can't walk on.

    It's a start, but much work has to be done to make it <i>feel</i> nice. :)
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited September 2011
    (reconfigured resource area-1)
    <img src="http://i1181.photobucket.com/albums/x437/Lo_Mein/doden1f.jpg" border="0" class="linked-image" />
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    Interesting base! Mess around a lot to get Walls to have different levels of deepness.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited September 2011
    (resource area-1, adjusted textures, added new window)
    <img src="http://i1181.photobucket.com/albums/x437/Lo_Mein/doden1g.jpg" border="0" class="linked-image" />
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited September 2011
    (resource-area 1, attempting to create view from windows; adjusted framework and textures)
    <img src="http://i1181.photobucket.com/albums/x437/Lo_Mein/doden3g.jpg" border="0" class="linked-image" />

    <img src="http://i1181.photobucket.com/albums/x437/Lo_Mein/doden4g.jpg" border="0" class="linked-image" />

    Problems:
    -Can't seem to add space texture (sky-box?) outside windows/view.
    -Testing map in-game doesn't seem to work properly.
  • Deagle2Deagle2 Join Date: 2010-11-30 Member: 75360Members
    You have to add several stuff like ready room, game rules etc... it's somewhere in the wiki.
    Also you're map looks nice for a start, but it's too much squarish, try to add some geometry and props on the walls/floor/ceilling.
    I know it's not easy for everyone, I couldn't do it myself, but it's a good start anyway.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited September 2011
    First time using the spark editor. Been spending a lot of time in just this first room; getting used to SE features/options. Eh, geometry can wait. I plan on getting the initial layout down first; then I'll go back and make adjustments. Note: resource-area 1; not aiming for anything too geometric, but I may touch it up a bit.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited September 2011
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Okay, not getting anywhere at the moment. Where can I find a tutorial or a write-up on how to:

    1) Test map in-game (whats required; i.e, rdy-room/entities/rules etc).
    2) How to properly place tech points for hive/command station (I noticed a tech point hole?).
    3) How to properly place sky-boxes to have a backdrop/view of space through a window.

    I don't see any of this on the wiki; unless I'm blind, can anyone point me in the right direction?

    Trying to get a kick-start on this whole mapping thing. Thanks.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Edit:

    I guess I'll play around with SE some more and I'll eventually figure it out.
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
    edited September 2011
    Your mapping oddly reminds me of 1960-70s space movies (resource area-1 has a real imperial star-wars look to it).
    Really liking it so far!
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited September 2011
    Thanks, BarerRudeROC.

    (updated resource area-1, adjusted textures/props/alignment)
    <img src="http://i1181.photobucket.com/albums/x437/Lo_Mein/doden3h.jpg" border="0" class="linked-image" />

    <img src="http://i1181.photobucket.com/albums/x437/Lo_Mein/doden4h.jpg" border="0" class="linked-image" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited September 2011
    <!--quoteo(post=1875079:date=Sep 16 2011, 11:14 PM:name=LV426-Colonist)--><div class='quotetop'>QUOTE (LV426-Colonist @ Sep 16 2011, 11:14 PM) <a href="index.php?act=findpost&pid=1875079"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Okay, not getting anywhere at the moment. Where can I find a tutorial or a write-up on how to:

    1) Test map in-game (whats required; i.e, rdy-room/entities/rules etc).
    2) How to properly place tech points for hive/command station (I noticed a tech point hole?).
    3) How to properly place sky-boxes to have a backdrop/view of space through a window.

    I don't see any of this on the wiki; unless I'm blind, can anyone point me in the right direction?

    Trying to get a kick-start on this whole mapping thing. Thanks.<!--QuoteEnd--></div><!--QuoteEEnd-->Heh, what about the mapping link on the main page?

    There's a few tutorial videos (<strike>link is broken atm, I'll get right on fixing that once I figure out where they are on the net</strike>: playlist linked) and a sample map as well
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited September 2011
    Searching..... <i>continues browsing</i>.

    No worries. I'll figure it out.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited September 2011
    figured out skybox/testing in-game; moving onward,

    (hallway-1, added lights/wiring)
    <img src="http://i1181.photobucket.com/albums/x437/Lo_Mein/doden1i-x.jpg" border="0" class="linked-image" />

    <img src="http://i1181.photobucket.com/albums/x437/Lo_Mein/doden2i-x.jpg" border="0" class="linked-image" />
  • IronsoulIronsoul Join Date: 2011-03-12 Member: 86048Members
    I don't want to be a bum, but that hallway is WAAAY tooOOO loooooonngg... I think you understand my use of eeextra words to emphasize the fact that the hallway is way too long.

    Looks good though, just too long.

    Perhaps if you can add some offshoot dud rooms with broken doors. So skulks can get into these rooms, while marines can not. Then skulks can rush through the doors, or through vents at the top or bottom of the hall. That way you prevent marines from being able to shoot any skulk or gorge or lerk or anything really super easily. Even an onos would probably go down in that hall provided the marines put in enough firepower... oh and theres also the obvious problem of turrets.

    Aside from ll of that, I really do like the style of the hall, very medical looking, or military.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited September 2011
    Yeah I plan to shorten that hall quite a bit and add a few more places for skulks and what not to move around.
  • LithenLithen Join Date: 2011-09-17 Member: 121755Members
    For your first time i think it looks good.
    I'd recommend that you take a look at Summit and Tram for some inspiration, currently your designs are very "square".
    Don't get me wrong, i'm not bashing on you, just saying it needs some more work :)

    Keep up the work
    Cheers
  • SteinhauerSteinhauer Join Date: 2010-07-17 Member: 72493Members
    I kinda like the square feel of it, reminds me of maps up to the early 2000's where hardware limitations forced maps to be designed in this way. It adds a little charm and simplicity, though I certainly wouldn't want it in every map. Just nice to see once in a while, it brings back more old-school gameplay styles as well. Then again, I'm not sure how well it would work out in NS2
  • RanemanRaneman Join Date: 2010-01-07 Member: 69962Members
    I agree, I love the boxy feel and lighting. I say keep it, it feels very unique.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited October 2011
    Edit: Production halted indefinitely.
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