Ns_thea Rc1 - 20 Screenshots And Layout!

FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
ns_thea has finally reached a stage where it is fully playable, and all sections of the map are in place. As a celebration, I have done the comprehensive tour of thea for visual feedback.

<b>Backstory:</b>
The residents of the Religious Frontier Settlement landed on Southampton rock, on the small grass-covered planet Thea, fleeing the accused oppresion of the Trans-Gov towards their beliefs. Soon they discovered a deep seam of precious minerals. Their mining operations would have given them prosperity and a new start, were it not for the unexpected contents of a regular food delivery.

Anyway, on with the pictures!

The Readyroom. Its outside! Shock horror. This seems to be the
area of the map which everyone remembers, and I happen to like
it myself too. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

<img src='http://www.box7.co.uk/thea/1.jpg' border='0' alt='user posted image'>

Reception (Marine Start). This area still need a bit of work,
it gets a bit horrible to FPS when a base has been built.

<img src='http://www.box7.co.uk/thea/2.jpg' border='0' alt='user posted image'>

Another shot of the MS, from the opposite angle.

<img src='http://www.box7.co.uk/thea/3.jpg' border='0' alt='user posted image'>

The cavern. Upon landing, and starting at reception, the settlers
or the Planet Thea found rich resources in the walls. This area was
the first that was mined for its rich deposits, and is now a
reinforced path leading away from reception to the processing side
of the map.

<img src='http://www.box7.co.uk/thea/4.jpg' border='0' alt='user posted image'>

The 2nd cavern.

<img src='http://www.box7.co.uk/thea/5.jpg' border='0' alt='user posted image'>

The sewer hive (mapped by Insane). I am planning to add masked
infestation overlays to this hive, its a little bit marine-easy
at the moment.

<img src='http://www.box7.co.uk/thea/6.jpg' border='0' alt='user posted image'>

Fulcher Extract Pipes. Down the sides is a big pool of water,
which is very skulk friendly, as is the ceiling. Marines have
the nice logn hallway to feel safe, but theyre not. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

<img src='http://www.box7.co.uk/thea/7.jpg' border='0' alt='user posted image'>

An ugly landslide.
<img src='http://www.box7.co.uk/thea/8.jpg' border='0' alt='user posted image'>

Coolant Transfer, leading to Backup Generator hive.
<img src='http://www.box7.co.uk/thea/9.jpg' border='0' alt='user posted image'>

The Refinery - In the centre of the map, it is one of the three
choke points which also include the Generator, and Cargo, containing
three nodes between them. Its much harder to control than a double
node though.
<img src='http://www.box7.co.uk/thea/10.jpg' border='0' alt='user posted image'>

A look from refinery up to the path to Cargo.
<img src='http://www.box7.co.uk/thea/11.jpg' border='0' alt='user posted image'>

Backup Generator hive. The generator windows are on the left of this
picture, just out of shot, unfortunately. Theres some nice steam coming
out of the broken pipe.
<img src='http://www.box7.co.uk/thea/12.jpg' border='0' alt='user posted image'>

Primary Generator. Those blue streaks are animated, they run up the
generators. This shot was taken from standing on one of them.
<img src='http://www.box7.co.uk/thea/13.jpg' border='0' alt='user posted image'>

Primary Generators again. As this was a very good relocation position,
2 vents now exit this room at the top (you can see one, the other is
hidden by the ceiling architecture. This brings the total number of
entrances to this room to 5, which should deter frequent relocations.
<img src='http://www.box7.co.uk/thea/14.jpg' border='0' alt='user posted image'>

Cargo RC1. With 300% extra crates!
<img src='http://www.box7.co.uk/thea/15.jpg' border='0' alt='user posted image'>

Waiting room. I have some chairs models courtesy of Roadmaster to
put on the walls here. This area is just outside the marine base,
and leads to Cargo and the Shuttle bay. Note the indented ceiling,
for those sneaky skulks.
<img src='http://www.box7.co.uk/thea/16.jpg' border='0' alt='user posted image'>

Shuttle bay. The first landing area of the settlers, this is for small
shuttle landings. They have a larger pad outside for bigger cargo craft.
<img src='http://www.box7.co.uk/thea/17.jpg' border='0' alt='user posted image'>

Processing Cores. I am going to put a vent in the ceiling, and smarten
up the walls a bit. This is the room between generator and Comm's array
hive.
<img src='http://www.box7.co.uk/thea/18.jpg' border='0' alt='user posted image'>

Comms array hive, looking down from one of the walkways which lead
into the room. The resnode is in a small area caused by the U-turn
that joins both walkways.
<img src='http://www.box7.co.uk/thea/19.jpg' border='0' alt='user posted image'>

Communications Array hive part deux. With an ns_eclipse style screen,
but cooler.

<img src='http://www.box7.co.uk/thea/20.jpg' border='0' alt='user posted image'>
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Comments

  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    And because youre only allowed 20 images per post:

    The Thea layout. It's a small map, I am hoping to get fun games
    with smaller amounts of players (5 v 5 is good). Red corridoors
    are vents.

    <img src='http://www.box7.co.uk/thea/layout.jpg' border='0' alt='user posted image'>
  • WitherWither A Bugged Life Join Date: 2002-12-24 Member: 11513Members, NS1 Playtester, Contributor, Constellation
    I can say it plays as well as it looks.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    So... freaking... nice!!!
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    You make me want to have that map right now Fam....especially that readyroom....*drool*

    But then...there's no double resnode points,but this map is too good looking to be worth a double resnode <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Having tested it as well ( let me feel special !), it's great in game. There are a few things to fix, and it's a bit hard to play with big teams, but it's fun with 5 on 5 or smaller.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited August 2003
    Looks very good, it would be nice to see how does it play <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Edit: I prefer maps without double res, I think it kills in some way the maps since everyone wants that room at the starting...
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    Its a brilliant map. Not quite finished yet, but still playable. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    And has some of the coolest Easter Eggs ever <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    Well I'm definitely looking forward to it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Excellent work, Fam.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    if you dont submit this for 2.1, youll be getting a heck load of fist shaking coming your way
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Highly unfworthy, Fam. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Well, except for Sewer, which is too bright, but that's my fault. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    the hives need work, i dont like hives that go in the floor

    i hope the connections between the hives arent too short...

    except for that.. nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Really good looking Fam. *givesaboxofcookiestofam*
    But as I am Mr. Perfectionism I can't stop me from giving constructive critizism...
    On marine start you chose additive render mode for the glass, but the white stuff on the window is meant to be scratches and dirt (i think) and now it looks like a too bright reflection. It is an engine limitation I know, but maybe it looks better with lower renderamt values? If not, leave it like that. Looks quite ok.
    ...verrry nice rock brush work you have there btw...
    The water in coolant transfer looks so half-life-enginish because it is too bright where the shadow is and the border of the water is too harsh. Maybe you need two layers of water or make it less opaque or use another texture... On infestation this water texture looks really cool but not so on grey metal <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
    Communications Array hive: I hate these bootcamp ladders <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> ! Could you make the way up to these platforms a bit less HL deathmatch map like?
    Can't find anything else from the screens, good map! Still have to find a server with it though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • bull3tbull3t Join Date: 2003-08-10 Member: 19347Members
    I love it. But in picture 7 the ladder is black. Can you make it a transparnet?
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    Ahh, thanks for the comments, lets take them in some kind of order:

    RaVe: I dislike double res points, it puts too much emphasis on a single position in a central area. What I tried to do was make it so that you can control the centre of the map and the res points contained there, but you can pretty much choose your relocation withing that area. Im yet to try. And as mendasp says, not everyone likes double nodes. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Umbraed Monkey: No, it hasnt been submitted for 2.1.

    Asraniel: Yeah, the hives need moving slightly for the next build. Its always hard to check in VHE where exactly they will appear.

    NerdIII: You wont find it on any servers as it hasnt been released yet. Maybe next build I will put it out for open testing.

    The glass is a bit ugly now you mention it. If the fps in MS wasnt already quite high, I might try using a chrome-model along with a func_wall, but I'll probably just take your advice and lower the renderamt.

    The water in coolant transfer: I cant really do anything about Half-Life water. Anyhow, thats my favourite bit of the map, I'd rather not touch it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Communications Array hive: I might try making a new ladder texture, the yellow doesnt really fit in with any of the other colours.

    bull3t: Yes, I'll fix that ladder (there is a HOM in the side of the ladders anyhow, they need redoing).

    Thanks for the feedback, keep it coming, hopefully I'll be able to release it soon. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    I think the release of 2.1 should be delayed until several excellent maps (like this one!) are a part of it. NS needs more top-notch official maps, and I believe that to be the majority opinion. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Anyhoo, good work, Fam! The map looks teh s3xx0r.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    we shall be testing thea again tonight methinks, and Fam said it would be ok for me to post some action screenies in this thread.
    hooray! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • mikachumikachu Join Date: 2002-11-01 Member: 2782Members
    edited August 2003
    Great work, Fam, it looks as if all your effort has been very, very well worth it. 2.1 fo sho!


    As a side note, I think trees in the RR would be interesting. Don't think I've seen a proper tree in NS.. ever. Of course it'll be some strange shape and color, as any alien tree would be, but it'd still be a tree.


    I kid about the tree. Mostly.
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    Maybe I'll model a tree. Maybe I won't. Only time will tell.
  • KarunelKarunel Join Date: 2003-08-19 Member: 19979Members, Constellation
    Impressive Ready Room <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->, very nice overall, maybe Imho the Hives rooms are/look a bit small but that's just my first impression looking at the screenies. Can't wait to play it <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
    *thumbs up* <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Fam, I expect nothing less. Good job.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    yeah map is superb and has some really good visuals. Its only a matter of time Fam gets to fix the layout and believe me itll be one of the best NS maps.
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    I finished modeling the tree, but Milkshape crashes whenever I try to compile the model into a .mdl file. Sadness. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Try running SudioMDL.exe (or whatever the name is) from the command prompt.
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    Hey, that works! I think. Thanks a lot NerdIII! Damn, Milkshape is such a lame program.

    I'll post the alien tree in a sec, I might wanna animate it so the leaves wave around a bit. Then his royal Fam-ness can use it in his excellent map, if he so wishes! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    Great looking map fam i love it
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    WANNA SEE WANNA SEE WANNA SEE WANNA SEE
    WANNA SEE WANNA SEE WANNA SEE WANNA SEE
    WANNA SEE WANNA SEE WANNA SEE WANNA SEE
    WANNA SEE WANNA SEE WANNA SEE WANNA SEE

    ^^
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    Looking good Fam, somehow I thought you didnt map, mainly made textures.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Looks very spectacular - promises to be a great map for NS play.
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