NS_Legend

maD maXmaD maX Join Date: 2010-01-28 Member: 70347Members
<div class="IPBDescription">Is it possible for custom maps to make it into the official map pack.</div>NS_LEGEND
<a href="http://www.facebook.com/pages/NS_LEGEND/274652020666" target="_blank">http://www.facebook.com/pages/NS_LEGEND/274652020666</a>

NS_Legend is a work in progress... Powerful and unstoppable once described this warship.. this legend now crashed we fight to survive.








2/3 Switch Gear... Res room
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend2.jpg" border="0" class="linked-image" />
Port access...
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend9.jpg" border="0" class="linked-image" />
Central control... Marine Start
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend16.jpg" border="0" class="linked-image" />
Launch bay... Hive
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend22.jpg" border="0" class="linked-image" />
Launch bay... Hive
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend21.jpg" border="0" class="linked-image" />
Waiting room(Med Bay)
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend25.jpg" border="0" class="linked-image" />
Office(Med Bay)
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend26.jpg" border="0" class="linked-image" />
Exam Room(Med Bay)
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend27.jpg" border="0" class="linked-image" />
Research Bay(Med Bay)
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend30.jpg" border="0" class="linked-image" />
Berthing
<img src="http://i165.photobucket.com/albums/u75/ryanmmax/Legend10.jpg" border="0" class="linked-image" />

Comments

  • InkInk Join Date: 2009-08-15 Member: 68499Members
    Im sure thats going to happen. But dont start really working on a map until you know how its going to run. Example being that 4th picture, that has to be WAY to many props for almost any computer. Also try and make it less brush based and slightly more prop based in some sense. Id say wait till beta or more info+tools/props/textures to really start on a map.
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    <!--quoteo(post=1749625:date=Jan 29 2010, 11:49 AM:name=Hoodedsniper)--><div class='quotetop'>QUOTE (Hoodedsniper @ Jan 29 2010, 11:49 AM) <a href="index.php?act=findpost&pid=1749625"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also try and make it less brush based and slightly more prop based in some sense.<!--QuoteEnd--></div><!--QuoteEEnd-->
    why do you say that?
  • NortonNorton Join Date: 2005-01-13 Member: 35264Members
    Pretty impressive amount of work. The biggest problem I see is the textures look goofy. Also, the second picture has stairs that lead right into the side of the other stairs. That's not really a big deal, it just looks weird to me. I like the big hangers but I have to wonder how they will play.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    edited January 2010
    Community Maps <b>will</b> be included in official Map Packs.

    And that Port Access stairs, move that larger stair so it lines up 90° with the short ladder.
    Else you couldn't use it, any designer building that would be shot. At least by the soldiers enlisted on that rustbucket.

    [attachment=35915:ladders.JPG]
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Also, you should not scale up the stairs props or they won't be usable.
  • InkInk Join Date: 2009-08-15 Member: 68499Members
    <!--quoteo(post=1749633:date=Jan 29 2010, 01:10 AM:name=Loey)--><div class='quotetop'>QUOTE (Loey @ Jan 29 2010, 01:10 AM) <a href="index.php?act=findpost&pid=1749633"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->why do you say that?<!--QuoteEnd--></div><!--QuoteEEnd-->

    What i mean is for the brush based tables he made. I mean it seems spark is a lot more prop than brush based in terms of detail in a way.

    Id wait for more props/textures/tools before really starting on a map that will hopefully make it into NS2 as a community map.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2010
    Funny though, there was never an official map pack for NS1 :P
  • WatchMakerWatchMaker Join Date: 2003-09-26 Member: 21233Members, Constellation
    Sorry if I seem a bit blunt here, but I think ns_legend is a prime example of someone trying to run before they can walk. I congratulate you on your determination, but you need to aim it better. Focus more on detailing and lighting in your rooms. Right now they look extremely square and empty.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Watchmaker does have a point. I see a lot of things wrong with the areas. There are a lot of miss-aligned textures and props that seem to float on the floor and ceiling, making it seem very unnatural and flat. The stairs and slopes are quite low on detail without any trimming props or textures.

    And then there is the lighting, it is very bland. Everything is very bright and of the same color, making it all quite uninteresting to look at. Lighting of a map can make or break a map (especially in NS1 and now NS2). Add some shadows in there and use spotlights to highlight areas of interest, instead of using omni lights to floodlight an area.

    Not a flame mind you, just some constructive criticism which will make your map look sexy :P
  • Blue21Blue21 Join Date: 2009-06-29 Member: 67970Members
    edited January 2010
    Also every hive room seems to have a single exit/entrance and no vents. Talk about choke points.

    <img src="http://hphotos-snc3.fbcdn.net/hs173.snc3/20047_276184410666_274652020666_3864590_5901250_n.jpg" border="0" class="linked-image" />
  • -Diesel--Diesel- Join Date: 2009-09-13 Member: 68769Members
    <!--quoteo(post=1749633:date=Jan 28 2010, 08:10 PM:name=Loey)--><div class='quotetop'>QUOTE (Loey @ Jan 28 2010, 08:10 PM) <a href="index.php?act=findpost&pid=1749633"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->why do you say that?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'd say because it would look better...
  • CrazyFarmerCrazyFarmer Join Date: 2010-01-25 Member: 70306Members
    He also seemed to have built the map as a NS design rather than a NS map

    I really don't want to sound like an ass but you should seriously start over and make your map room by room (as in design each room as a separate map) and only move on when you're satisfied

    And beforehand practice, it makes working much more efficient and your maps will end up way better designed for your own good (meshes wise)
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    People should keep in mind this is a work in progress, textures props and lighting are expected to be unfinished. The mapping approach seems to be in line with the iterative map design process UWE encourages us to follow.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Still some good tips on how to make it look better will improve the map, even if it is a work in progress. That is why we give feedback on stuff that is wrong at the moment :P
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    edited February 2010
    <!--quoteo(post=1749625:date=Jan 28 2010, 06:49 PM:name=Hoodedsniper)--><div class='quotetop'>QUOTE (Hoodedsniper @ Jan 28 2010, 06:49 PM) <a href="index.php?act=findpost&pid=1749625"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Example being that 4th picture, that has to be WAY to many props for almost any computer.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I wish people would stop commenting about # of props. UW keeps saying that the level design is prop based because that is the way to do it these days. You can't make a level up to current standards without a significant number of props.


    (and if it turns out that the game won't run well with an appropriate #, then I think it's more up to them to fix it... I can't make a comment on the particular screenshot in question though. I Dont know the editor well enough to tell what is a prop there and what isn't.)
  • InkInk Join Date: 2009-08-15 Member: 68499Members
    lol but do you see the floor... thats not what they mean by prop based.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    <!--quoteo(post=1749694:date=Jan 29 2010, 11:35 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 29 2010, 11:35 AM) <a href="index.php?act=findpost&pid=1749694"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Funny though, there was never an official map pack for NS1 :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    The closest we ever got was nsarmslab packs.
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