Map ideas for NS2.
PogoP
Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
Hey guys,
I just thought I'd make a topic on the subject of the maps for NS2. What kind of map ideas would you guys like to see? I was thinking that taking the fight to the Kharaa home world (Apologies if there isn't one, I'm not to up-to-date on the NS backstory <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />) and instead of having aliens fighting in the TSA's territory (Spaceships, planetary colonies etc); have the marines fight in the <i>aliens</i> home territory. Or perhaps a heavily infested colony with more alien 'creep' than actual metalwork.
The possibilities with displacements are endless. You could even have a wider, more open map with HL2 episode 2's upcoming source engine modifications to allow for open, exterior maps. Though I don't think this'd be viable with marines having long range weaponry.
Anyway, post what maps you'd like to see in NS2 here!
I just thought I'd make a topic on the subject of the maps for NS2. What kind of map ideas would you guys like to see? I was thinking that taking the fight to the Kharaa home world (Apologies if there isn't one, I'm not to up-to-date on the NS backstory <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />) and instead of having aliens fighting in the TSA's territory (Spaceships, planetary colonies etc); have the marines fight in the <i>aliens</i> home territory. Or perhaps a heavily infested colony with more alien 'creep' than actual metalwork.
The possibilities with displacements are endless. You could even have a wider, more open map with HL2 episode 2's upcoming source engine modifications to allow for open, exterior maps. Though I don't think this'd be viable with marines having long range weaponry.
Anyway, post what maps you'd like to see in NS2 here!
Comments
Nice, I can't wait to see how it turns out.
But then again, the amount of detail you can get with these props is outstanding, take Nuclear Dawn for example. I've playtested the latest incarnation of the Russian map and wow, it really makes you think what could be done for NS2.
Source mapping is quite a bit different, it relies more on prop models. That could be seen as a positive factor as we don't have to manually design every single thing in a map; but then again, one could see it as a negative factor, as it severely limits your creative ideas. Afterall, for non-modellers, you can only work with what you're given.
But then again, the amount of detail you can get with these props is outstanding, take Nuclear Dawn for example. I've playtested the latest incarnation of the Russian map and wow, it really makes you think what could be done for NS2.
<!--QuoteEnd--></div><!--QuoteEEnd-->Take <a href="http://www.littlelostpoly.co.uk/nucleardawn.htm" target="_blank">this video</a>, for example. The problem with reliance on props is that they add so much time to the development cycle of a map. Imo people should go with brush-based entity prefabs where their props are gonna be just to give a rough idea of size and scale and then get modellers to make set pieces for their map once the gameplay has been proven on it. It would be <i>fantastic</i>, though, if the team made a set of standard 'set piece' models that mappers could use in their maps, though.
Vehicles? That means a lot of work in terms of concepting new art, making it, adding animations, etc. I doubt NS2 will have vehicles. My assumption is that it will build as much as possible on existing artwork, seeking permission where neccessary. I get the impression it will still be a case of quite claustrophobic environments because they'll be using the existing classes, which are mainly close combat.
Imagine Khaara biomass carefully modelled with displacements + nice texture with shaders... tasty
<!--QuoteEnd--></div><!--QuoteEEnd-->I can't wait to see Phong effect on Gorge-hide to give a slimy, shiny effect. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I mean, that's what they do in CS:S... <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />
Does anyone play the source mod Hidden? The map called origin is very much a NS2 style map, i keep playing it imagining there are skulks running up the walls and around the corners..
When i'm not dying from the hidden of course..
Am i correct in thinking that as mappers we are quite limited in our design options? Whereas before in HL it was all about using brushes to create wonderfully sculpted scenery, this has all been blown out of the water, and we are now required to make flat boxes and stick some props and moddelled geometry in it to make it look nice.
I mean, that's what they do in CS:S... <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />
Does anyone play the source mod Hidden? The map called origin is very much a NS2 style map, i keep playing it imagining there are skulks running up the walls and around the corners..
When i'm not dying from the hidden of course..
<!--QuoteEnd--></div><!--QuoteEEnd-->I think I know the one you mean, and yes it does look VERY NS. Maybe Flayra should throw some monies at The Hidden's texture artist to license some of his textures.
... we are now required to make flat boxes and stick some props and moddelled geometry in it to make it look nice.<!--QuoteEnd--></div><!--QuoteEEnd-->
U still should fill that box detailed brushwork turned to func_detail. At least I do it this way. I created small test map for CSS to teach myself with source and props I use mainly for lightposts and details. Carefull balance between brushwork and props is the right way, I think.
Maybe we could start thread like "Post your Source maps" just for practice. You know, be prepared when NS2TR will be unleashed <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Im thinking that when NSTR2 gets released. Someone will give us mappers some hints on how to make and layout our maps, So when the actual game comes out we wont have to remake them from the start.
Imagine Khaara biomass carefully modelled with displacements + nice texture with shaders... tasty
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yeah, I saw <a href="http://img521.imageshack.us/my.php?image=vortigauntback1ax2.jpg" target="_blank">this screenshot of a slightly worked over vort</a> over on HL2world in <a href="http://www.hl2world.com/bbs/1-vt46068.html?postdays=0&postorder=asc&start=0" target="_blank">this rather amazing thread</a>. It just made me think how awesome NS2 might be =D Hopefully there will be all sorts of neato things to work with
You can picture how good the fade could look from that shot just there...
It left me drooling..
I have made a post in the modelling forums requesting some help creating sourcified versions of the traditional NS models, so we can place them in our practice maps.
<a href="http://www.unknownworlds.com/forums/index.php?s=982933906901718144&showtopic=98499" target="_blank">Here is the post in the Modelling Forum</a>
(dont forget that we'll have to build our vent systems around a flamethrower <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />)
curious, when you say more advanced Nay, do you mean the theme of the textures or the technical aspects of them. As in are you thinking that NS2's theme will be much less of the gritty worn out look and more futuristic and smooth in nature. Sort of nothing vs Eclipse? or do you mean technically as in the textures for source are going to be more advanced as in they will be using spec, normal, parallax and env maps?
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a bit of all really m8, but i guess a bigger range will be in like, a set that looks clean and computerised and then a set maybe that looks more worn, and because textures are now bigger in dimensions more detail will be easier to get onto the textures and like you said normal maps etc will make them look more realistic