First map I have made since Quake 3!

slimebuckslimebuck Join Date: 2012-11-30 Member: 173748Members
<div class="IPBDescription">a hospital for a mod called SANITY Mod</div>Making a new map for a mod called SANITY mod.

after I am done making the map for the mod I am using the same map but editing it, changing the layout and making a normal NS2 map with it as well.


The map is of a hospital in the year 2070.

Sanity mod is a multiplayer horror game, so I am trying to keep the lighting low and creepy.

This is the first map I have made since quake 3 days, so please be kind, my mapping skills arn't awesome.



I have finished up on the grid work for the first floor, and I textured and it a small area so I could take screenshots. More screenshots coming

<img src="http://i211.photobucket.com/albums/bb123/slimebuckette/hospitalb.png" border="0" class="linked-image" />
<img src="http://i211.photobucket.com/albums/bb123/slimebuckette/hospital2b.png" border="0" class="linked-image" />
<img src="http://i211.photobucket.com/albums/bb123/slimebuckette/hospital1b.png" border="0" class="linked-image" />

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I like that wall, it's an interesting design/theme. In Sanity I guess those long hallways can work what with darkness being a big factor, the aliens can hide using that. Just a friendly FYI though, long hallways wont work very well in NS2 (melee vs ranged) If you ever get around to porting it into NS2's realm of biting and shooting :P
  • RedSwordRedSword Join Date: 2006-12-07 Member: 58947Members, Reinforced - Shadow, WC 2013 - Supporter
    <!--quoteo(post=2043246:date=Dec 11 2012, 12:44 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 11 2012, 12:44 AM) <a href="index.php?act=findpost&pid=2043246"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like that wall, it's an interesting design/theme. In Sanity I guess those long hallways can work what with darkness being a big factor, the aliens can hide using that. Just a friendly FYI though, long hallways wont work very well in NS2 (melee vs ranged) If you ever get around to porting it into NS2's realm of biting and shooting :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    Just add crates. Like in the map with lava falls; near the southern part (transit ?) there is a long corridor there.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=2043341:date=Dec 11 2012, 03:27 AM:name=RedSword)--><div class='quotetop'>QUOTE (RedSword @ Dec 11 2012, 03:27 AM) <a href="index.php?act=findpost&pid=2043341"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just add crates. Like in the map with lava falls; near the southern part (transit ?) there is a long corridor there.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Crates are more of a band aid to fix the issue with long hallways though, it kinda makes it harder for aliens to gain speed. I'd rather see ceiling/floor nooksNcrannies, they tend to work very well. As a matter of fact, that hallway did have those in the trailer where the Onos slaps the door around a bit.
  • slimebuckslimebuck Join Date: 2012-11-30 Member: 173748Members
    Thank you for the replies and the feed back, much appreciated :)

    Yes, for a normal NS2 I agree with you guys that long hallways would blow, marines would just camp corners.

    Sanity mod is a full conversion, and basically is a new game. It isn't marines vs aliens, but humans vs THE DARKNESS. basically humans randomly spawn in spawn closets and have to try and escape. The DARKNESS has to try and kill them before they escape type game. (with other game play styles too)

    The mod is trying to give that scary feeling and thus is less about BLASTING with guns and more about running around being afraid of things coming out of the dark at you.

    I figured it would be an easy map to make to get my feet wet in map making, as I do not have to focus on gameplay / balancing so much as I would with a normal NS2 map.

    I am really digging the theme and what not, and fully intend of using the wallls and theme in a more NORMAL NS 2 style map. Also, I make my maps fully clean first without clutter, creates boxes, props ect ect, I finish it clean, then after I place all the props and block off hallways / door ways, make holes in walls to connect rooms ect ect.


    Got some new updated pics
    <img src="http://i211.photobucket.com/albums/bb123/slimebuckette/hosp1b.png" border="0" class="linked-image" />
    <img src="http://i211.photobucket.com/albums/bb123/slimebuckette/hosp1c.png" border="0" class="linked-image" />
    <img src="http://i211.photobucket.com/albums/bb123/slimebuckette/hosp1d.png" border="0" class="linked-image" />
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    There is no smooth-shading on level geometry. DO NOT MAKE rounded surfaces with level geometry, use a prop.
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    yeah it's well made but useless al faceted like that :( there must be some props in there you can use to make this look even cooler :)
  • jstoiajstoia Join Date: 2009-12-15 Member: 69667Members
    Seems a bit FLAT. The hallways are to long with no disruption in visibility. and while sanity is played much different than ns2. the battles will still take place. If you want to look at my map for Sanity then you will see The long hallways have many doors and debris blocking los. this game is about ambushing and hiding.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2012
    <!--quoteo(post=2044275:date=Dec 12 2012, 07:53 AM:name=Soylent_green)--><div class='quotetop'>QUOTE (Soylent_green @ Dec 12 2012, 07:53 AM) <a href="index.php?act=findpost&pid=2044275"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is no smooth-shading on level geometry. DO NOT MAKE rounded surfaces with level geometry, use a prop.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I want that as a feature along with smooth groups, splines, UV mapping and stuff. would make summit look better as well with all that curvy geometry that is lacking smoothness because of shadows and textures clipping :(
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    edited December 2012
    <!--quoteo(post=2044550:date=Dec 13 2012, 06:06 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 13 2012, 06:06 AM) <a href="index.php?act=findpost&pid=2044550"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I want that as a feature along with smooth groups, splines, UV mapping and stuff. would make summit look better as well with all that curvy geometry that is lacking smoothness because of shadows and textures clipping :(<!--QuoteEnd--></div><!--QuoteEEnd-->
    /hug.
    We feel ya buddy. we feel your sadness! ):


    oh yeah map looks to be maturing well based on the 2 hallways you got there, Very well infact.
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