Personal Map Progression Blog

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  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited April 2010
    <!--quoteo(post=1762955:date=Apr 6 2010, 05:32 PM:name=GingerGiant)--><div class='quotetop'>QUOTE (GingerGiant @ Apr 6 2010, 05:32 PM) <a href="index.php?act=findpost&pid=1762955"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Blogging about map progression is a great idea. Maybe we should start a thread where everyone could post a link to their mapping blogs.

    I'm planning on creating a level with a -lot- of lava. Any ideas on how to create it? I was actualying thinking about using a lava/cavern skybox or something.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've got a lot of screenshots in a folder; nothing says it better than imagery. Maybe, perhaps, one day, I may upload that archive, if I finish my level and it doesn't look too much like a piece of.. yeah.
  • F O XF O X Join Date: 2010-02-20 Member: 70652Members
    Maybe a dumb question but what kind of computer do I need to build maps? :S

    Ive a Core 2 Duo 3Ghz with 2go of ram and radeon 2900hd (old config) and it's really laggy when I open the finished map of the engine test in the editor =(
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    <a href="http://mapprogression.tumblr.com" target="_blank">Blog</a> update with 7 more pictures including this little beastie:
    <img src="http://i.imgur.com/eBFaR.jpg" border="0" class="linked-image" />
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    Lovin' that room with the circular doors. Looking goood, wouldn't be surprised to see this map in the game / one of the more popular customs if you keep it up. GL with the RL things.
  • rutixrutix Join Date: 2006-11-02 Member: 58208Members
    Looking good Cyanide. I cant wait to play your map :D
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    I think all you serious mappers should start posting WIP levels as well as screenshots so we can actually run around and look at stuff (and give better critique). :)
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    <!--quoteo(post=1766877:date=Apr 14 2010, 11:07 AM:name=Psyke)--><div class='quotetop'>QUOTE (Psyke @ Apr 14 2010, 11:07 AM) <a href="index.php?act=findpost&pid=1766877"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think all you serious mappers should start posting WIP levels as well as screenshots so we can actually run around and look at stuff (and give better critique). :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    At some point in the near future (After i complete 2 more areas, a connecting hallway and another tech point, this would put the map at roughly 30% done), I will release the map upon request to people who would like to take a look at it ingame for further feedback. There's a few things that I need to get done before this happens, but it's definitely on the list of things I'd like to do!
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1766877:date=Apr 14 2010, 04:07 PM:name=Psyke)--><div class='quotetop'>QUOTE (Psyke @ Apr 14 2010, 04:07 PM) <a href="index.php?act=findpost&pid=1766877"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think all you serious mappers should start posting WIP levels as well as screenshots so we can actually run around and look at stuff (and give better critique). :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm personally against this. Not only do some people steal, until it's finished it's not established, everything is subject to change and sometimes, we have things we really don't want you to see ;)
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Awww yeah, 2 more pics up and another area done. Check it out, or just go to the screenshot thread.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Quick post and 1 new screenshot added.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Those lights fixed to those hanging pipes look really off.
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    I agree, everything else looks good though.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    edited April 2010
    Small blog post and blog title update. My map now has an official name. Look forward to playing with all of you on <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>ns_iridium</b><!--colorc--></span><!--/colorc--> in the near future!
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    Shouldn't it technically be ns2_ ? Anyhoo I look forward to it too! :)
  • gotmuffgotmuff Join Date: 2009-07-27 Member: 68276Members
    imo ns_iridium is a perfect name, first image it brings to mind is a futuristic, exotic, and difficult to refine/locate/extract material. Also the map looks perfectly grimey, could definitely believe its been in operation mining this stuff for a good while.

    Props on the map so far, looking forward to seeing more!
  • KhazModanKhazModan Join Date: 2003-04-14 Member: 15500Members, Constellation
    shouldn't it be ns_unobtanium then?

    maps looking great, wish i had the patience/eye to make stuff like that
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    <!--quoteo(post=1768545:date=Apr 24 2010, 07:50 AM:name=KhazModan)--><div class='quotetop'>QUOTE (KhazModan @ Apr 24 2010, 07:50 AM) <a href="index.php?act=findpost&pid=1768545"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->shouldn't it be ns_unobtanium then?

    maps looking great, wish i had the patience/eye to make stuff like that<!--QuoteEnd--></div><!--QuoteEEnd-->

    Iridium is actually a real element, and happens to be one of the rarest elements on the earth. It's insanely dense, has an incredible amount of elasticity and a few unique things such as it's the single most stable element in air in extreme temps.

    It's used for superconductors, etcetc, so it has a natural place in advanced sci-fi imo. Hence why. :)
  • PstranglerPstrangler Join Date: 2003-09-25 Member: 21198Members
    <!--quoteo(post=1768590:date=Apr 24 2010, 01:34 PM:name=Cyanide)--><div class='quotetop'>QUOTE (Cyanide @ Apr 24 2010, 01:34 PM) <a href="index.php?act=findpost&pid=1768590"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Iridium ... has a natural place in advanced sci-fi imo. Hence why. :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yep, I remember collecting a hell lot of that stuff in Mass Effect 2!

    Great looking map by the way, can't wait to play test it.
    I love that skulk lurking about in the vent overhead.
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    Wow, thats huuuge map... 11 res nodes and 6 techpoints, looking foreward to play it :)
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    It's very ... orange. You might want to think about working in a few more cold-white or bluish-white light sources.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    <a href="http://mapprogression.tumblr.com" target="_blank">WHAT? UPDATES?</a>
    Believe it or not I've got 8 new screens and a blog post detailing a few things guys. Next area is 95% done, and plan on having a big set of screens at the end of this week of some really fresh stuff. Please, feedback appreciated.
  • SyknikSyknik InversionNS2.com Join Date: 2002-11-01 Member: 2064Members, Constellation, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow
    edited July 2010
    Awesome looking stuff man, wish I could jump on in and take a look around :D Looks very well done and I can see myself in some of those screenshots as marine or even as kharaa some rooms look as if they'd be very nice for meet up choke point. I want to walk in it sooo bad =) If you ever need an extra person to take a walkthrough, i'll definitely do it :D

    Few things:

    <img src="http://imgur.com/Sa51L.jpg" border="0" class="linked-image" />

    Is probably the one thing that I love the most. That is by far the best looking area (battle wise), but seems as though it is lacking an RT, this area seems like it should be used for something. Would be a shame if it was just an area to walk by where nothing happens :)

    <img src="http://i.imgur.com/jA04f.jpg" border="0" class="linked-image" />

    Love the marine start.


    Looking over the pictures some more, i see that for a lot of the doors there's place for skulks to hide to the side aswell, which i love. =]

    As much as I like the look of your rooms my only problem seems to be that most rooms are pretty.. open i suppose, as though you could sorta aim your crosshair towards the hall and be able to shoot whatever may be there before much reaction on their part, but again would have to check it out ingame once it's finished or if you end up looking for people to check it out.
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    This is now my favourite non official map, really digging the design - the new marine spawn is amazing and I like how you've managed to light several areas in warm tones of lighting but manage to not only keep them in line with a bleak aliens 3 type of visual tone, but also keep them distinctly individual. Can't wait to see the rest of it come to life, particularly the middle generator and the double res area.
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    edited July 2010
    Absolutely Smexy.

    As noted open area's are going to need balancing to make sure there are secondary routes and vents where necessary whilst still making primary routes the most inviting due to quick (but risky) travel. But I'm sure you've got it covered.

    Would love to be involved in playtesting this once we've got the alpha.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    <b>DIG SITE ENTRANCE IS DOOOONE!</b>

    Huge blog post plus... <u><i>30 SHOTS.</i></u> Yeah you heard me. I know it may be overkill, but I wanted to let everyone see it from nearly all angles. PLEASE give me feeds. This was a big area to tackle for me. Check em out <a href="http://mapprogression.tumblr.com" target="_blank">here!</a>
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    edited July 2010
    Quick Site Suggestion for you Sly:

    It would be nice if you had JavaScript style larger version of the image by clicking it on your site, like on the NS2 blogs.

    There's a really easy to use and free <a href="http://jquery.com/" target="_blank">jQuery</a> plugin called <a href="http://fancybox.net/" target="_blank">Fancybox</a>, not sure how much control you have over the markup of your site though.

    New shots look good, I'll take a proper look once I'm on my break!

    EDIT: Taken a look now. Once again looks epic, few things that occurred to me when looking at the shots:

    Pic 1 and Pic 7 - the cart that's being emptied could do with some support at the end it's tipping on (rather than the one that's beeing raised) looks like it's just going to slide left or right and fall off the track. I love the lifting thing at the back maybe you could add something similar to the front just to make it look like it's fully secured during the tipping.

    Pic 3 - This isn't very helpful because I don't have a suggestion for improving, it but the walkways clipping with the rocks is a bit immersion breaking in an otherwise extremely atomspheric and believable map. My only suggestion is you have someone make you new props specifically for this, I do however think the area warrants it because it's very distinctive.


    Pic 5 and Pic 8, the red light sticks out a bit too much for me, I get that it's meant to provide a contrast to the blue (which it does and should) but maybe not #F00? This occurs again in a few places, just a bit too red for me - but I say that about everyone's red lights.


    Pic 11 - the corridor is a little bit square, given the rest of the shots... maybe some insets or outsets in the sides or raising that track / lowering the panels to the sides of the track? But hell maybe a square area will be easier to remember - not everything needs ins and outs.

    Pic 18 - great shot, and this isn't a criticism, just a suggestion - I'd love to see a man made support pillar built into the rocks about where the shadow across the central pillar of rock is - like the refinery didn't trust the rock to hold up on it's own.

    Overall, yeah <i>very</i> nice, fits in the theme of your map whilst being visually distinct.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Thank you for the feedback Delphic! I plan on doing some adjustments. :)
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Wow, that went fast. 11 new pics of a brand new area I cranked out called "The Arm". Check it <a href="http://mapprogression.tumblr.com" target="_blank">here!</a>
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    Gief youtube walktrue video of your l33t-looking map!
    Oh, and a top-down screenshot :)
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    9 new shots posted of the complete connecting area I just finished. It's time to start working on the alien start tech point, Waste Disposal. Check em <a href="http://mapprogression.tumblr.com" target="_blank">here.</a>
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