Eclipse first look

KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
<div class="IPBDescription">Still very early...</div>I've got 2 pages of layout drawn out for this bad boy already, and a couple areas in-game. Here's one of the rooms from the main central connecting area between the three hive routes (Sector 2 within the map -- more on that later).

<img src="http://planethalflife.com/awmaps/exclusives/eclipse_1.jpg" border="0">

Comments

  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    it has quite a nice shape to it, the geometry draws your eye in interesting patterns.  a good shape of room for a resource node, its still a bit plain, but i'm sure your gonna work on that ~:)
    the sunken area under the bridge has no apparent purpose, and the room itself doesnt lend itself to having an obvious use.  it could as well be a med lab as a weapons bay.  im sure this will become apparent with retexturing and detail.

    [ignore]also, i dont really like that floor texture, but i never have and dont think i ever will[/ignore]
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    I have to agree - I like the construction. Everthing is very clean. The texturing is also done nicely.

    However, the room seems pretty aimless. Maybe ... I dunno, put some machinery or a computer under the walkway?
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Nice! I see lots of HLDMish (not the official stuff) influence there. At least in the architecture.

    I'm not going to offer any criticism here though, due to the early nature of the area. You would probably have everything I had to say covered. Kind of useless trying to point out things that need improvement at this stage.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    That was precisely the idea of the walkway in the first place. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I'm toying around with a few ideas for additional detail in the room, but I'm not quite sure what direction to go yet.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    the room doesnt need TOO much detail, as a resourece room it is perfect. unless it is with texture or something, try not to clutter it up to much. empty=good.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Any additional detail to the room will be added on the far side of the room, keeping the resource area clear. Also, the glass in that shot on that upper balcony is breakable, so that can give an extra pseudo-strategic option in moving against an enemy resource collector in place within the room.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    It definitely looks really plain about now.  It's the texture coloring.  I know that I myself am trying to stick with the metallic/grey textures in my map, and under this type of white lighting, it doesn't look as spectacular as it could.  The red higlights you have are nice.  The architecture and texturing, though, looks really great.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Here's what exists of the layout so far. See if you can spot the new overlook. Also, I expect "Teh k1dn3y!" to become the identifiable part of this one. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Either that or "teh scr0tum" as the command center apparently resembles... I may have to change that, heh...

    <img src="http://planethalflife.com/awmaps/pics/ns_eclipse_layout_early.jpg" border="0">
  • Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
    nice, that layout looks really nice, with that architecture, this should be a winner <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Very cool layout.  The marine start should have more then one entrance into it (I would go so far as to recommend 2.5 as the rule of them, with the .5 being an alien-only passageway).  Also, the West Hive should have at least two entrances as well.

    I can't quite see what the question next to the "ASK FLAYRA" part says. :)

    Seeing all you guys draw on graph paper makes me happy, like you're really engaging in active creativity and construction.  Kind of reminds me of the afternoons I used to spend creating dungeons for D&D. :)
  • FreestylerFreestyler The First NS Fan Join Date: 2002-01-24 Member: 20Members
    THat alyout does look real sweet, but it loks too big for it to fit in the WC grid.  I somehow find it hard to believe that you can make that map. Even if you did have enough room, I'll bet my ### you'll reach some other limit.  Which is a shame, becuase It would be brilliant to play and I know it would be a great map to look at <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    /me smiles at FreeStyler.

    Notice all the little tiny lines along the top and sides of the pages? So far the plotted area goes from (-1280,1280) to (3840,1592). The old ns_veil layout had 32 units clearance on the WC grid on both sides, 128 or so on the bottom, and then... well, not a whole lot around the marine spawn. I was nowhere near any limits in there. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> The full layout for this map will probably be comparable to Veil's in size (if not a bit more compact to allow for the greater apparent functionality that this one should have).

    Regarding the entrance factor, if you notice, there's an incomplete corridor moving in the direction of the West Hive (this will probably come in on the left (east) wall of the room somewhere). I hope to also have a jetpack-only accessible vent or maintenance shaft that will yield a third, 'sneakier,' entrance allowing higher-level marine teams to insert themselves directly behind a hive in the room (unless that seems like a bad idea for gameplay; I'd like to have this option in all of my hives in some way or another).

    Also, the second route from marine spawn (which will probably be a variation on the massive landing bay from ns_veil) will probably come down in Sector 3 on the page that will find itself to the left of page 1. (Sectors are numbered as follows: 1 for Marine spawn, 2 for the central connection, 3 for the east hive, 4 for the south hive route, and 5 for the west hive route depicted here. Any elevators are labeled LS[Sector]# [for example, the lift shaft that drops down in the upper right of the left page is LS2A -- gives some interesting ideas regarding some nice glowy signs. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> ])

    The ask Flayra idea is in regards to the "Armory" in the lower left of the first page. I was going to ask if it'd be possible to have one of the more powerful weapons placed in there along with minimal ammo (a la the armory entities in CS). The door would be a weldable (starting shut) and I'll probably have a pair of alien vents leading into it to add to that sense of danger. The idea that I have in my mind is a marine team being able to weigh the options of moving slowly and more safely at the beginning of the game or committing a team to the Armory (a kind of sub-objective) where they try to get themselves into there as soon as possible and then have themselves just a little bit of extra firepower to use wherever it's needed -- Ideally giving the marine team another option regarding their offensive strategy. I'm not building that area around this idea, though, so if this isn't possible I won't have to orphan the map. Just a thought I had when I started the layout that seemed like it could be quite interesting.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    well looks liek you're really putting a lot of thought and energy in this map, I'm sure it will be a very nice map to play on and will give us some nice experiences playing it <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    As to the room itself, it lacks detail, that floor texture is used far to often,the lighting needs some work but that's all just temporary so, I'll just comment on the actual shape of the room. I have to agree has some nice HLDM influence, but I'm sure it will only add to the gameplayexperience, looking promissing...
  • StalKalleStalKalle Join Date: 2002-04-01 Member: 371Members
    dude i like the layout and the pic looks great.
    Just that it looks alittle empty and u should h3xx0r some with lightning <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
    anyway nice mr.squirrel
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    very nice geometry.  definitly dm style.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Here's the area (referring to the layout on the first page of this topic) with the side alcoves leading into Teh K1dn3y!; note I added one more to the south just because I felt like it, heh... This is VERY early, again, and the polys here top at a little over 200. I'll have some fun here...

    <img src="http://planethalflife.com/awmaps/exclusives/eclipse_2.jpg" border="0">
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I like the design and structure you have here.  The only problem I have is that the texture you have on the walls is not very detailed.  It might be better suited by a mre detailed one.  Sorry I can't give better feedback right now, but my mind is somewhere else.

    Here, I'll add something.  Long corridors = win for the level 3.  This looks like a long corridor.   <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->



    <!--EDIT|Greedo386|April 06 2002,00:54-->
  • Hida_TsuzuaHida_Tsuzua Lamarck&#39;s Heir Join Date: 2002-01-25 Member: 79Members, NS1 Playtester
    So that was the annoying rail.  And I like those graph maps.  Anything looks good on graphing paper!

    As for the usefulness of the room, why not make a storage facility or something (fun crates and all)?  Or better yet, a water recycling facility?  /me Suddenly sees Bob hiding in water jumping onto a marine.  Ooooooo....
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    <!--QuoteBegin--KungFuSquirrel+April 05 2002,07:24--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (KungFuSquirrel @ April 05 2002,07:24)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->The full layout for this map will probably be comparable to Veil's in size (if not a bit more compact to allow for the greater apparent functionality that this one should have).<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Don' forget... compactness makes the commander cry (due to r_speed problems).
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    3 updated (but still early) pics of this corridor leading to teh k1dn3y! (I love that name. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> ) on my site -- <a href="http://planethalflife.com/awmaps/" target="_blank">http://planethalflife.com/awmaps/</a>

    <img src="http://planethalflife.com/awmaps/teaser_pics/eclipse_teaser3_big.jpg" border="0">
  • Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
    shuweet!  nice and simple, with little details here and there... i love it <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Sign In or Register to comment.