Ns_penumbra for dummies

YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
<div class="IPBDescription">Screenshots for the rest of us</div>You thought I was dead? You thought ns_penumbra was trashed? Think again! I have returned! Quake in fear!

Screenshots in order:

- Access corridor linking two main sections of the station. To the right is the secondary escape pod area.

- The access hatch leading to the escape pod bay. Note the holographic signs, you'll be seeing a lot of them (And not just because Relic25 and Manah are using them... I had holographic signs first! Really&#33<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

- The inside of the escape pod bay. Falling over the railing results in a crispy-fried player (Forcefield). The only way to cross the bay and reach the corridor on the other side is to wallclimb/fly/jetpack. Basically its a mid-game shortcut.

- The secondary power generator. Steam rises up from a vent, huge pipes break up the ceiling.

- The controls for the secondary generator. The two holographic rings rotate around the sprite (If I had the HD space to make AVIs I'd show it off)

- The raised platform which leads to the resource nozzle. The pipes prevent this from being an absolute turret slaughter zone.

- Closeup of the resource nozzle area and the holographic warning signs. Occupational hazzards are fun.

I currently have holographic signs for locations (Bays, Airlocks, Power rooms, Escape pods, etc.) and for warnings (Biohazard, Toxic, Flammable, Radiation, Shock, Vacuum, Laser, and Explosives). All of the warnings use OSHA standard symbols, except for Vacuum since there was none.

The old map layout has been scrapped in favour of a non-circular one. The circle was just too much of a nightmare to balance, not to mention it was too easy to get from hive to hive by cutting straight across. The new layout will resemble a trident or 'psi' symbol.
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Comments

  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Soooo clean...Nice textures...I love them.  Great architecture too.
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    <b>*Beats Yama*

    *Laughs maniacally*

    *Beats Relic25*</b>

    Pilfer my idea will you! And have the nerve to make better signs, man I should slap you two about ... <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    Apart from that it looks great Yama, I like the very clean/simple design you have going on here, it opposes the general ns look but can still adhere to the themes.

    The lighting looks good in some places (#1 and #5) but pretty bland in others, esp. #3 and #4.  I’d like to see you build up some better areas of contrast, although I suppose it really depends on where in the map these areas are.

    That computer (#5) looks swank but needs more detail like extra consoles and something to actually be projecting the hologram.  I also think it’d look better if the room was darker so the glow from the hologram and monitors etc would be more pronounced.

    And with regards to the sign I’ve been thinking, the main purpose I had for implementing them was to guide players and help differentiate between areas but having a totally new set of icons in various maps will be kinda counter productive.  Sooooooooo I was wondering if we could get some kind of unity between them, not for every sign but perhaps for certain common things particularly the CC, resource nodes etc
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    I had holographic signs months ago... they just weren't nearly as good at the time. I ended up dumping them, but seeing Manah and Relic25's work made me want to recreate them again. So I didn't 'steal' your work... I just got 'reinspired' by your work <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    The lighting in #3 is something I want to improve later. Thats a given. #4 is lit from the floor, with some light coming off the spotlights on the platform. I'm satisfied with it right now, not every inch of the map needs dramatic sweeping shadows <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    The computer console is only half-finished, it does need some emitters and some extra widgets. I might also add some more holograms to indicate the reactor's status.

    As for signs... I definitely say we stick with the OSHA symbols for warnings. I wouldn't mind using a standard set of signs if we had symbols and markers for all the possibilities.
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    Really nice work, though a little more work to make the place look abandoned would be nice, perhaps a broken floating screen or something?  Otherwise, looks superb.
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    Yes, looks all spiffy and clean. But, a downside to making it look clean is that some areas lack cieling/wall/floor detail. Remember, a little grating can go a long way

    And the lighting looks a little bland in some areas, better spice it up with light_spots
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    90% of the lighting /is/ with light_spots. I just haven't added the volumetric cones to the light sources yet.

    As for adding damaged areas, they will be limited strictly to the areas directly outside each hive area. The station will only have been overrun a day before the marines arrive, so the damage will be light. I'm not going for a gritty industrial look, this will have a cold and sleek look. It worked for Aliens vs Predator 2 (The observation pod levels especially).
  • InfinityInfinity And beyond&#33; Join Date: 2002-01-25 Member: 50Members
    as always Yama, its very good

    clean, impressive and i really like that style

    i cant say any critizism, sorry <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    this map looks very tacital as far as ive seen from screens and the layout

    GOOD JOB!
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    These shots look nice.  The only problem I see is with the computer textures.  I think that that greyish border makes them look very much like they were pulled out of half-life.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    But I made those computer textures myself! *whine*

    Oh, fine... lemme try and make something better.
  • Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
    Yamazaki, i've said it before, and i'll say it again: I Lub j00!

    seriously though, it rocks <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> this loooks incredible, and i can't wait to play it <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • RobRob Unknown Enemy Join Date: 2002-01-24 Member: 25Members, NS1 Playtester
    Nice, Yama, as always.  I like that skyith texture.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Holographic signs have been around a long time, i remeber a HLDM map using some a while back. Its just applying the sprite system to a brush, filtering out the black in different degree's to make it appear like a glow. I think its an effect really suited to NS and should be used at will.
    As long as its used in moderation per map, and in context it will be fine.

    Also, really nice work on the map. The architecture and texturing is really nice <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    Cool map, but the lighting makes it look a little boring imo.
  • LPCLPC Join Date: 2002-04-07 Member: 384Members, Reinforced - Diamond
    make the lightning much darker, wouldn't the marines have an advantage in such a bright level?
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    well if cold and sleek is what your going for, you hit the nail on the head, and I cant really complain then.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Very nice pics, guess comments are futile as everything was already pointed out.
    Keep it up!
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    I know you didn’t ‘steal’ my, or anyone else’s work, the ideas been in games for decades ... I was just trying to be ...... sardonic. <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->

    I didn’t really mean there should be a standard set of signs, any map could easily have specific set for its certain features, a reactor, airlock, acid hazard or whatever.  But standard symbols for NS common elements (CC, resource nodes, marine spawn etc) would/could help players identify them and navigate to them.

    However using OSHA symbols is a good idea but not as a ‘standard set’, I mean you make your version suited to penumbra, I’ll make mine suited to caged but both still incorporate the various OSHA symbols.

    <b>*Continues rambling off into the distance*</b>
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I preferred the old penumbra shots, these ones look really flat and boring.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    hmm the old penumbra shot were nicer indeed, but I still like these, they look very clean, what a spacestation should be, most has been said by others, so I will just say that I don't like that skytexture, I think a skytexture with more black and stars and not so many colours would fit better...
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    The old penumbra shots were better? Which ones? You'll have to be more specific since I am reusing many of the older areas, and dumping the less interesting ones.

    As for the lighting, I'm well aware that the marines have an advantage in those rooms. These two areas are on the marine side of the map. However, the aliens can turn the tables by being able to maneuver (wallclimb/fly) through them much faster than a marine.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Great work, Yama.  This is your best work yet!  I would like to see a little more darkness and contrast.  I know you have your own look you're going for here, I'm just thinking of ways to make fit well with the rest of NS.  I think some darker areas, and some more dramatic lighting (even if only occasionally) would make these even better.

    I think that if the NS team tried to standardize anything with those symbols, people would still just go make their own custom ones anyways, so I'm not sure we should take steps on this (as much as I'd love to have standard symbols, especially for new players).
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    You mean dramatic lighting like this? Here's an access corridor that links the power generator room to... something... haven't decided yet. Nothing's actually in the corridor yet, but I might put in some cargo containers or bulkheads. The area underneath the grating will lead to some vents and conduits. Aliens will be able to travel all over the place, but they'll be visible as they run underneath any of the gratings, so the marines have a chance at warning their teammates that trouble is coming.

    Not every area of the station will be lit like this. Areas that are meant for work will have sufficient lighting, while other areas will be dimmer.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Maybe your lighting is just too warm, but these pics don't strike me as being tense or dramatic.  I can almost see into the corners in that pic.  Bast truely scared the crap out of me.  I'd quite hapily sit in that last pic and watch tele, it's that dull.

    Sorry, that was a bit over the top...



    <!--EDIT|ChromeAngel|April 10 2002,20:25-->
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