Ns_penumbra for dummies
Yamazaki
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!<!--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.
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!<!--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.
Comments
*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
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.
And the lighting looks a little bland in some areas, better spice it up with light_spots
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).
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!
Oh, fine... lemme try and make something better.
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-->
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-->
Keep it up!
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>
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.
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).
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.
Sorry, that was a bit over the top...
<!--EDIT|ChromeAngel|April 10 2002,20:25-->