NS_Unknown

FahranFahran Join Date: 2010-04-30 Member: 71573Members
edited May 2010 in Mapping
<img src="http://www.masterworks.com.au/images/unknown-forum-header-1.jpg" border="0" class="linked-image" />

(Working Title)

<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Authors:</b><!--colorc--></span><!--/colorc-->
Fahran
Torana

<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Backstory:</b><!--colorc--></span><!--/colorc-->
<i>[To be Completed]</i>
- Marine transport ship [insert name] life support system failure forces crew to dock with abandoned asteroid mining facility.

Faces get munched.

<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Features:</b><!--colorc--></span><!--/colorc-->
- Mirrored Design.
- 6 Tech + 8 Resource Nodes.
- 14 Themed Sections (7 Marine 7 Alien) color stylized red-dark (Alien) and blue-light (Marine).

<img src="http://www.masterworks.com.au/images/ns_unknown-v6-map.jpg" border="0" class="linked-image" />
<a href="http://www.masterworks.com.au/images/ns_unknown-v6-map-large.jpg" target="_blank">[ + ]</a>

<!--coloro:orange--><span style="color:orange"><!--/coloro--><b>Layout & Status:</b><!--colorc--></span><!--/colorc-->
<b>M1 - Marine Spawn</b> - Tech Node - Resource Hub <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->(Layout Complete | Pass 3 - Fahran)<!--colorc--></span><!--/colorc-->
M2 - Tech Node <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->(Layout Complete | Pass 2 - Fahran)<!--colorc--></span><!--/colorc-->
M3 - Resource Hub
M4 - Resource Hub
M5 - Resource Hub
M6 - Resource Hub <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->(Layout Complete | Pass 2 - Fahran)<!--colorc--></span><!--/colorc-->
M7 - Tech Node
<b>A1 - Alien Spawn</b> - Tech Node - Resource Hub <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->(Layout Development | Pass 1 - Torana)<!--colorc--></span><!--/colorc-->
A2 - Tech Node
A3 - Resource Hub
A4 - Resource Hub
A5 - Resource Hub
A6 - Resource Hub
A7 - Tech Node

Sample resource node development and lighting tests.

<img src="http://www.masterworks.com.au/images/ns_unknown-v2-proof-6.jpg" border="0" class="linked-image" />
1) Rough map layout showing node placement for marines/aliens
2) Medium room + small walkway first pass.
3) Medium room + small walkway second pass.
4) Second pass end perspective.
5) Experimental lighting wall.
6a) Third pass Marine resource node.
6b) Third pass Alien resource node.

<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>M1 - Dev 1</b><!--colorc--></span><!--/colorc-->

Proof of concept for Marine spawn, featuring tech node + resource hub - detail pass 1.
<img src="http://www.masterworks.com.au/images/ns_unknown-v2-proof-7.jpg" border="0" class="linked-image" />

<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-1s.jpg" border="0" class="linked-image" />

<a href="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-1.jpg" target="_blank">[ + ]</a>

<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>M1 - Dev 2</b><!--colorc--></span><!--/colorc-->

<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-new-1.jpg" border="0" class="linked-image" />

<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-top.jpg" border="0" class="linked-image" />

<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-new-2.jpg" border="0" class="linked-image" />

<b>Updates to come:</b>
1) Ramp leading out from ship loading bay, entrance to level with ship flood lights highlighting rock/structure.
2) Props pass 2 (Add additional items)
3) Lighting pass 2 (Add additional lights + tweak existing)

<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>M1 - Dev 3 - Final Layout</b><!--colorc--></span><!--/colorc-->

Features Tech node + Resource Node
- Pass 1 Cargo hold + Docking clamp complete.

<b>Updates to come:</b>
- Props pass 2
- Texture work for flight deck + node sub rooms.

<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-3.jpg" border="0" class="linked-image" />
«1

Comments

  • FahranFahran Join Date: 2010-04-30 Member: 71573Members
    edited May 2010
    Started development on M6 today, needs a bit more ground detail and a few lights adjusted but I'm happy with its direction so far.

    <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>M6 - Dev 1</b><!--colorc--></span><!--/colorc-->

    <img src="http://www.masterworks.com.au/images/ns_unknown-v6-m6-dev-1.jpg" border="0" class="linked-image" />

    <b>Future updates:</b>
    - Rotate hanging wall grill to 60 degrees (currently 45) + add more cables.
    - Horizontal beams spanning roof, to be placed between existing vertical beams
    - Additional ground props.
    - Entrance + catwalk ground lights.
    - Atmospheric down lights to be added.
    - If possible ~ steam particle effects added to main horizontal pipe spraying onto catwalk.

    <img src="http://www.masterworks.com.au/images/ns_unknown-v6-m6-dev-2a.jpg" border="0" class="linked-image" />
  • ToranaA9XToranaA9X Join Date: 2010-04-15 Member: 71420Members
    Hi, I'm the other dev on the project. Expect to see some screenshots from my sections soon.
  • FarrenFarren Join Date: 2005-03-13 Member: 45065Members, Reinforced - Shadow
    great looking map, but I am concerned about claustrophobic environments... It seems from the screenshots that Lerks would have no room to fly, Onos would have no room to run, Fade would have no room to hide. It would probably be very balanced in Skulk vs Marines, but with every room being straight and small the Kharaa would be at a severe disadvantage in the endgame.
  • FahranFahran Join Date: 2010-04-30 Member: 71573Members
    Thanks for the feedback Farren, all environments/walkways have room enough for an Onos to pass through but you're right the rooms currently displayed (M6/M4) are the smallest rooms in the map and are rather claustrophobic, I started with these to ease myself into map editing, I will be tackling the larger rooms soon and will publish more screenshots this coming weekend.
  • 1mannARMEE1mannARMEE Join Date: 2008-09-23 Member: 65064Members
    This map has a really creepy feeling, very nice, it feels a little like this Penumbra movie (except that your map is not a crappy movie :P )
    I especially enjoyed the "bridge" with the intense lightning and your M6 - Dev 1 room, but I'm not sure if any of your ceiling probs might block the commander view (I don't really know how it works in NS2 ... but I thought it couldn't hurt to mention it)

    I posted that on the "Post your screenshot" thread, but I'll say it again here, the marine start with their multiple chambers look really cool, but it might be really annoying to have some life forms hiding in there, I personally think the marine start shouldn't be that vulnerable, but I might be wrong.

    Keep up the good work.
  • FahranFahran Join Date: 2010-04-30 Member: 71573Members
    edited May 2010
    Thanks 1mannARMEE, just to be clear <b>M1 Dev1 + Dev2</b> layouts have been scrapped (multiple spawn hubs), the current layout for that room is <a href="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-3.jpg" target="_blank"><b>Dev3</b></a>

    The multiple spawn locations was an interesting gimmick, but I thought after the initial spawn and team shift to Tech-1 this would be wasted space. M1Dev3 layout places more focus around the Marine ship loading dock and I think will prove to be a better space to fight in/around.
  • 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
    Why not use it as part of the readyroom instead of trowing it away?
  • FahranFahran Join Date: 2010-04-30 Member: 71573Members
    edited May 2010
    Started work on M2 today:

    <img src="http://www.masterworks.com.au/images/ns_unknown-v6-m2-dev-2.jpg" border="0" class="linked-image" />

    Some basic character size tests:

    <img src="http://www.masterworks.com.au/images/ns_unknown-v6-m2-dev-3a.jpg" border="0" class="linked-image" />

    Still needs a fair amount of work but the basics are there.
  • ToranaA9XToranaA9X Join Date: 2010-04-15 Member: 71420Members
    <!--quoteo(post=1770768:date=May 11 2010, 11:35 PM:name=GISP)--><div class='quotetop'>QUOTE (GISP @ May 11 2010, 11:35 PM) <a href="index.php?act=findpost&pid=1770768"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why not use it as part of the readyroom instead of trowing it away?<!--QuoteEnd--></div><!--QuoteEEnd-->

    We've already discussed it, and that's the plan. No use throwing away good work =D
  • ToranaA9XToranaA9X Join Date: 2010-04-15 Member: 71420Members
    <!--quoteo(post=1770601:date=May 10 2010, 09:57 PM:name=Farren)--><div class='quotetop'>QUOTE (Farren @ May 10 2010, 09:57 PM) <a href="index.php?act=findpost&pid=1770601"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->great looking map, but I am concerned about claustrophobic environments... It seems from the screenshots that Lerks would have no room to fly, Onos would have no room to run, Fade would have no room to hide. It would probably be very balanced in Skulk vs Marines, but with every room being straight and small the Kharaa would be at a severe disadvantage in the endgame.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm very much interested in how a map feels and flows as opposed to looking good, and as such I'm constantly talking with Fahran about how we'd see the map being played -- and making changes where we feel things wouldn't be good from a game play point of view. However, without a full play test we can only really theorise on what/when/how.

    Screenshots really don't do some of Fahran's rooms justice, no matter how good he claims to be at setting them up! M6-Dev 1 is a great example, the room feels incredible when you walk through it -- even from the Marine point of view.

    We've discussed at length just how good the Spark Editor is, and how easy it is to create great looking environments. So, for us, it's not whether or not we can make a great looking map, but can we make it look great while having excellent balanced game play -- only time will tell! =D
  • FahranFahran Join Date: 2010-04-30 Member: 71573Members
    Finished another lighting/props pass on the M2 tech node.
    <img src="http://www.masterworks.com.au/images/ns_unknown-v6-m2-dev-3.jpg" border="0" class="linked-image" />
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Looks great.
    I guess that techpoint is a ###### regarding gameplay and collision of the surroundings though.
  • FahranFahran Join Date: 2010-04-30 Member: 71573Members
    Tested it in game and it seems fine, I wanted the M2 + A2 Tech nodes to only be approachable from one direction and easy to defend, for the Marines this means increased lighting + functional blast shutters, for the Kharaa it will be darker, more hiding holes, additional venting etc.

    It's worth noting that the version you see above is the neutral version, before it has been themed either Marine or Alien.
  • PstranglerPstrangler Join Date: 2003-09-25 Member: 21198Members
    This looks great so far! keep up guys!
  • FahranFahran Join Date: 2010-04-30 Member: 71573Members
    edited May 2010
    I dropped the M2 Tech room into the existing NS_Unknown layout and found there was enough clear area to expand the room another 30% in overall size. There is now more room to move around the node, additional space has also been added directly in front of the hub and at the rooms entrance.

    <img src="http://www.masterworks.com.au/images/ns_unknown-v6-m2-dev-5.jpg" border="0" class="linked-image" />

    I'm still not happy with the entrance lighting and it needs a few additional props to break up the floor + provide cover but I'm happy with the space now and hopefully it's a fun environment to fight over.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited May 2010
    Thats better, they got more chance to build a base in there now. Lighting looks good, Every time I try to use deep color it comes out bad but am getting there.

    You just need a resource Nozzel in there some where, Every Tech point needs to be paired up with a Res Nozzel. Maybe in the 3rd shot you can slip it at the end of that corridoor, looks like its just about tall enought.

    *Nearly forgot, I have no idea if a seige connon is able to drive round narrow catwalks turn and go down a set of steps, you might have to make sure that there is at least or atleast your only way in and out uses the new catwalk stairs that are two platforms wide just to be sure..
  • FahranFahran Join Date: 2010-04-30 Member: 71573Members
    edited May 2010
    Here?

    <img src="http://www.masterworks.com.au/images/ns_unknown-v6-m2-dev-5a.jpg" border="0" class="linked-image" />

    Might be a bit tight, I think I will open that space out at the end make a side room for the resource point. Speaking of which can you give me the run down on why every tech point should have an attached resource point? The current layout has them paired only for the starts M1/A1 every other point is isolated, see the map @ the top of this thread for reference.

    Its funny to think this room started out as:

    <img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-m2-m6-2.jpg" border="0" class="linked-image" />

    Really happy with how it's looking now, might try to pull that Tech rooms key themes into the surrounding corridors next. The following images show the three hubs taking shape now, each one a unique environment but featuring common elements such as the vertical lights and beams, I really want each of the 14 areas to feel unique, stylised and iconic.

    <img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-m2-m6.jpg" border="0" class="linked-image" />
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited May 2010
    Oh yeh, now that nozzel is in there it looks a lot smaller than it did, I thought the corridoor looked to go a bit thurther back past the console but with that updated shot I can see it better, Is it possible to make the corridoor a bit longer and go wider to the right after the last console, make like a recess/alcove behind the rocks and fit it in there
  • RazorRazor Join Date: 2010-02-23 Member: 70695Members
    <!--quoteo(post=1771336:date=May 15 2010, 02:05 PM:name=Fahran)--><div class='quotetop'>QUOTE (Fahran @ May 15 2010, 02:05 PM) <a href="index.php?act=findpost&pid=1771336"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Speaking of which can you give me the run down on why every tech point should have an attached resource point? The current layout has them paired only for the starts M1/A1 every other point is isolated, see the map @ the top of this thread for reference.<!--QuoteEnd--></div><!--QuoteEEnd-->


    This is news to me also. I'm guessing Barlow is talking about the powergrid system needing a Res node to power the structures which are put near the Tech node. I figure as long as there is a nearby adjacent Res node room then it can be linked to the Tech node for the powergrid.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited May 2010
    You've got amazing skills regarding getting that lived in or "someone was here" feeling and also your trimming skills are quite epic alongside your lighting... I like...


    But, you said something about gameplay not being decided yet? However, a few things that are kinda general mapping rules of thumb when keeping multiplayer in mind.

    Maps should never have Dead ends, like the last shot (second) for instance, if a marine or alien goes into that hallway, there is no way out. Now I'm not saying, all hallways should be ongoing, but some coves or short hallways (RT spots) could indeed do with a crawlspace out of that area (or a vent)


    Another thing is the maneuvering space. Sure the Onos has to fit in hallways, but also keep in mind that there has to be room on most of the map to strafe/bunnyhop/circle strafe in hallways. If you make hallways just large enough for the Onos to walk in a relative straight line, it is simply going to be bulletbait... Same goes for the Fade/blinking and the Lerk flying. Heck even the smaller Gorge and Skulk will have trouble in narrow hallways.

    Just a few heads-up, you've got the look and NS feel down (I'm inclined to say inspired by kawak's unfinished level <a href="http://www.unknownworlds.com/forums/index.php?showtopic=85128" target="_blank">ns_leïa</a>). But enlarging the hallways (oi that sounds wrong :P) is your best bet. Kuddos on the larger rooms you've been working on though! Keep it up and you've got yourself a gem of a map!
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited May 2010
    NS maps have always had a res point in the same room as the starting locations for its defendability. Its needed for the base income. If a team loases a tech point and is pushed back to one where the res node is in another part of the map that is undefendable from main base then a chance for a game turn around (come back) is made much more difficult when the node can be destoyed so easily outside of the base severing the only constant solid stream of income for the team under attack.

    Also I am un sure if we have the option to choose where either team starts, I am sure they said that starting locations for both teams would be random this time?
    The game always spawns the teams in with a hive/comm station and one res node (spawns one at nearest point to the choosen starting tech point.)

    I am unsure of the actual true nature of the team restriction options on the tech points, I get a feeling that they aint what we assume them to be (fixed starting location selection)??
  • RazorRazor Join Date: 2010-02-23 Member: 70695Members
    edited May 2010
    <!--quoteo(post=1771549:date=May 18 2010, 06:03 AM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ May 18 2010, 06:03 AM) <a href="index.php?act=findpost&pid=1771549"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS maps have always had a res point in the same room as the starting locations for its defendability. Its needed for the base income. If a team loases a tech point and is pushed back to one where the res node is in another part of the map that is undefendable from main base then a chance for a game turn around (come back) is made much more difficult when the node can be destoyed so easily outside of the base severing the only constant solid stream of income for the team under attack.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ok, thats how I thought it was. So in that case Fahran doesn't need a Res node in the M2 room.

    <!--quoteo(post=1771549:date=May 18 2010, 06:03 AM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ May 18 2010, 06:03 AM) <a href="index.php?act=findpost&pid=1771549"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also I am un sure if we have the option to choose where either team starts, I am sure they said that starting locations for both teams would be random this time?
    The game always spawns the teams in with a hive/comm station and one res node (spawns one at nearest point to the choosen starting tech point.)

    I am unsure of the actual true nature of the team restriction options on the tech points, I get a feeling that they aint what we assume them to be (fixed starting location selection)??<!--QuoteEnd--></div><!--QuoteEEnd-->

    They had talked about a random start location but I don't think we can count on it for the release, same could be true with the powergrid, unsure.
  • BCSephBCSeph Join Date: 2005-02-24 Member: 42384Members, Constellation
    Map looks amazing, keep up the good work!
  • dickbassdickbass Join Date: 2011-07-10 Member: 109402Members
    wtf happened to this map? it looks really really good and yet there is nothing new about it? Its been more then a year since the last post. =(
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Yea this is amazing work...don't forget about it!
  • 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
    omg, i never saw this before! it looks AMAZING!

    so, where are those mappers? motivation low? lets motivate them!

    *motivatesthemapperswithalittledancewhilesingingsongsabouttheirgloriouswork*
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    <img src="http://www.transformer-ivan.net/wp-content/uploads/2011/05/startrek_freakout.gif" border="0" class="linked-image" />

    'nuff said.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    amazing stuff. I haven't seen that before. what happened to the map / mappers?
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    WOW! Keep it up Guys looks fantastic! Hope it plays the same! :)
  • TravCarpTravCarp Join Date: 2010-06-04 Member: 71962Members, Reinforced - Supporter
Sign In or Register to comment.