ns2_noname

RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
edited December 2011 in Mapping
<div class="IPBDescription">Work in progress</div>NS2_noname

I've decided for now it's going to be a recently overrun space station by the kharaa.
I haven't chosen whats the stations function will be, but that will ultimately be shown (once decided) in the main
tech point room as it will serve that function aesthetically.

Map assets:
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->5 TECH POINTS<!--colorc--></span><!--/colorc-->
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->10 RESOURCE POINTS<!--colorc--></span><!--/colorc-->

<a href="http://imageshack.us/photo/my-images/802/2011120600002.jpg/" target="_blank"><img src="http://img802.imageshack.us/img802/5967/2011120600002.jpg" border="0" class="linked-image" /></a>

Corridor leading from Marine start which will be overlooking into space.

<a href="http://imageshack.us/photo/my-images/546/2011061600001s.jpg/" target="_blank"><img src="http://img546.imageshack.us/img546/993/2011061600001s.jpg" border="0" class="linked-image" /></a>


Room leading to the 2nd Tech room for Marines.

<a href="http://imageshack.us/photo/my-images/688/2011061600002t.jpg/" target="_blank"><img src="http://img688.imageshack.us/img688/9305/2011061600002t.jpg" border="0" class="linked-image" /></a>


<a href="http://imageshack.us/photo/my-images/263/2011061600004.jpg/" target="_blank"><img src="http://img263.imageshack.us/img263/5701/2011061600004.jpg" border="0" class="linked-image" /></a>


<a href="http://imageshack.us/photo/my-images/861/2011061600005.jpg/" target="_blank"><img src="http://img861.imageshack.us/img861/5273/2011061600005.jpg" border="0" class="linked-image" /></a>


<a href="http://imageshack.us/photo/my-images/823/2011061600003.jpg/" target="_blank"><img src="http://img823.imageshack.us/img823/374/2011061600003.jpg" border="0" class="linked-image" /></a>
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Comments

  • zastelszastels Join Date: 2003-11-29 Member: 23731Members
    This is looking really unique so far! To me this looks very old school NS1, but is being pushed forward with Spark. I like what I see with all the curves and how the theme is grungy.

    Next time you show this off, I'd put lighting as a top priority. Nothing is really wrong with the light levels, I'd focus on bringing some more pop to certain areas, and trying to make it less monotonous. With your awesome architecture on the ceilings I'm sure you can think of some cool ways to use spotlights to cast dramatic shadows.

    Looking forward to seeing more : )
  • Vladimir Van VodkaVladimir Van Vodka Sexy Beast Join Date: 2010-07-30 Member: 73364Members, Reinforced - Shadow
    I really love the last picture, the curved concrete like ramp thing is so simple but beautiful, it brings focus on the room it leads to, it's hard to explain, makes me think of doom3, which is good... ohhhh... yessss.... uhhhHHHhhHHhhh... oh thats good verygoodindeed.
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    This is all looking great, though the lighting is a little bland in some areas, very monotone. Also as previous posters have suggested that a few props could spice up the very bare walls, specially those in the last picture.
    Other than that it looks great, fantastic architecture and the first two screenshots have great mood and atmosphere, 1st screenshot reminds me of Alien 3.
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
    Thanks all. It's good to hear the feedback on the geometry as it takes a while...

    As for prop placement I'm focusing on the map's geometry directing the props,
    rather than props directing the geometry (it works both ways I guess). Though I will
    add in props to spruce things up and give more lighting focus to areas, but just now I'm
    focusing on other areas of my map and making them tie together in their feel.

    Though I'm glad it's looking unique for that matter so far as it was what I was hoping for!

    I'll have some more screens up soon.
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
    Here are two more screens of the walkway overlooking into space.
    It didn't take to long to build the window brackets, but aligning the textures and the glass props took forever...

    <a href="http://imageshack.us/photo/my-images/861/2011061800003.jpg/" target="_blank"><img src="http://img861.imageshack.us/img861/8939/2011061800003.jpg" border="0" class="linked-image" /></a>

    <a href="http://imageshack.us/photo/my-images/834/2011061800004.jpg/" target="_blank"><img src="http://img834.imageshack.us/img834/4057/2011061800004.jpg" border="0" class="linked-image" /></a>

    I'm using the refinery skybox at this moment, though try to picture the setting looking into deep space :)

    Also I'm hoping I can make the marine spawn docking area viewable from here... hopefully.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Wow, that's impressive geometry :)
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    Looks very cool! Beautiful!
    But it seems a bit dark to me :P
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    It's nice and curvy, but what it has in curvature and style it lacks in substance. You got some bones now add some meat.

    That said, the glass walkway has that just by definition of being glass. Although some consoles, pipes, elevators and the normal stuff you see clutter a place up would add a lot to the good back bone you already have.
  • _Thresh__Thresh_ Join Date: 2008-01-11 Member: 63385Members
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
  • Megarith747Megarith747 Join Date: 2011-05-13 Member: 98585Members
    you stole my idea ;P;P
    Nice work there, hope to see more soon.
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    Very nice, but the flooring to the walkway looks odd because the lines intersect.
  • 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
    I'm loving those curved windows. Stick some prop detail in those scenes and you're on to something pretty cool.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited June 2011
    <!--quoteo(post=1854238:date=Jun 18 2011, 02:47 PM:name=Zuriki)--><div class='quotetop'>QUOTE (Zuriki @ Jun 18 2011, 02:47 PM) <a href="index.php?act=findpost&pid=1854238"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Very nice, but the flooring to the walkway looks odd because the lines intersect.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It is so friggin' curvy, Spark can't handle it all :D


    Meaning it's awesome! But needs some texture smoothing. Man this must have been a chore to setup, what with the lack of "treat as one" and align to face/world and all that good stuff D:
  • BlasphemyBlasphemy Join Date: 2008-05-02 Member: 64201Members, NS2 Playtester, Subnautica Playtester
    Were there any tricks you used to get the windows like that? It looks like you had some method to maintain that spherical shape without going completely mad.
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
    Hey everyone, awesome to see that people are liking the walkway!

    I just need to find a good skybox for it down the track or maybe make one.
    Maybe with a nearby nebula casting light into the station or a nearby TSA frigate ship
    spot lighting the the station?

    Here's my remake of the double shortcut layout.

    <a href="http://imageshack.us/photo/my-images/24/ssssbi.png/" target="_blank"><img src="http://img24.imageshack.us/img24/3729/ssssbi.png" border="0" class="linked-image" /></a>

    I've made it is so the middle tech point short cuts to the 2nd tech point for each team,
    instead of having the two doored passageways cutting right through the map.
    The idea is that depending on whether the middle tech point is controlled or neutrally contested by both teams
    the doors will be fought over to be kept closed or kept open.

    This hopefully make attacking and defending more layered between the starting and 2nd tech point forces, mmm... onions.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    edited June 2011
    Those windows are amazing. You should have a toggle button that lets you retract/detract window platings or something (change the lighting scheme of the room). Needs a really sweet custom skybox too. I hope UWE eventually (probably low on the priority list admit-ably) adds a much improved shader for window textures so it looks a lot nicer.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Maybe with a nearby nebula casting light into the station or a nearby TSA frigate ship
    spot lighting the the station?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Would go with the nebula idea. Might be hard to find a really beautiful nebula skybox to use though. Also you should name that room "Observatory" or "Observation".
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    Looks good, but yeah, you need some serious prop additions.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I can't shake the thought of this being a ns_nancy tribute (noname hive back in the day)
  • CajunFriedCajunFried Join Date: 2011-06-07 Member: 103166Members
    Awesome design Remedy. Those windows remind me of something from the movie Aliens. Keep up the good work.
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
    <!--quoteo(post=1854379:date=Jun 19 2011, 10:54 AM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Jun 19 2011, 10:54 AM) <a href="index.php?act=findpost&pid=1854379"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Those windows are amazing. You should have a toggle button that lets you retract/detract window platings or something (change the lighting scheme of the room).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeh I was thinking about something like that, but at this point the spark editor lacks certain entities
    at this point. Such as buttons, movement tracks (for moving elevators, conveyors, seal off vents etc) and rotating entities
    (for shutters and rotating aesthetic parts or a moving asteroid field (I wish :p).

    Most NS1 maps had some of these working functions thanks to the hammer editor.
    I guess I could try convert some over to spark, but I hope UWE add their own equivalent entities
    to add that immersing environment which folded into gameplay.
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
    So what do people think about the map layout and the doors (if locked or not) streaming the flow of attacks on both teams?

    Also any ideas on the stations purpose? I'm working on Marine Start for now, but here is a screen
    of my mock up generator, stasis field or whatever it becomes. At this moment its going to be the 2nd expansion for
    the marines as the 'energy core', but i think it would be far more better scaled larger and placed at the middle tech point
    as a key feature and the 'heart' of the map. Any ideas on what it should be and be called?

    <a href="http://imageshack.us/photo/my-images/27/2011062100001.jpg/" target="_blank"><img src="http://img27.imageshack.us/img27/6118/2011062100001.jpg" border="0" class="linked-image" /></a>

    Also it would make an awesome death trap for clumsy skulks, lurks or jetpackers who leap or fly into it :)
  • CajunFriedCajunFried Join Date: 2011-06-07 Member: 103166Members
    That spiral is awesome. Also, can you explain how you were able to get that light into the game? I'm brand new to the editor. I'm actually looking to make some kind of spinning blue halo effect.
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
    <!--quoteo(post=1854880:date=Jun 21 2011, 01:12 PM:name=CajunFried)--><div class='quotetop'>QUOTE (CajunFried @ Jun 21 2011, 01:12 PM) <a href="index.php?act=findpost&pid=1854880"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That spiral is awesome. Also, can you explain how you were able to get that light into the game? I'm brand new to the editor. I'm actually looking to make some kind of spinning blue halo effect.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I used the light halo props that are normally placed just under lights to great a glare effect.
    All I did was rotate so it was upright and copy & pasted and rotated them on the Y axis one by one
    until it became a full circle. With the bloom added it looks 10 times better as well.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    edited June 2011
    <!--quoteo(post=1854886:date=Jun 20 2011, 08:38 PM:name=Remedy)--><div class='quotetop'>QUOTE (Remedy @ Jun 20 2011, 08:38 PM) <a href="index.php?act=findpost&pid=1854886"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I used the light halo props that are normally placed just under lights to great a glare effect.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Animate that sucker in the cinematic editor along with an atmospheric (flag) with the light emission and that baby will pop like you wouldn't believe!!

    With the right angles on the light source the shadows would dance from that geometry.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    <!--quoteo(post=1854875:date=Jun 21 2011, 03:25 AM:name=Remedy)--><div class='quotetop'>QUOTE (Remedy @ Jun 21 2011, 03:25 AM) <a href="index.php?act=findpost&pid=1854875"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So what do people think about the map layout and the doors (if locked or not) streaming the flow of attacks on both teams?

    Also any ideas on the stations purpose? I'm working on Marine Start for now, but here is a screen
    of my mock up generator, stasis field or whatever it becomes. At this moment its going to be the 2nd expansion for
    the marines as the 'energy core', but i think it would be far more better scaled larger and placed at the middle tech point
    as a key feature and the 'heart' of the map. Any ideas on what it should be and be called?

    <a href="http://imageshack.us/photo/my-images/27/2011062100001.jpg/" target="_blank"><img src="http://img27.imageshack.us/img27/6118/2011062100001.jpg" border="0" class="linked-image" /></a>

    Also it would make an awesome death trap for clumsy skulks, lurks or jetpackers who leap or fly into it :)<!--QuoteEnd--></div><!--QuoteEEnd-->


    Drooling right now.
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    <!--quoteo(post=1854875:date=Jun 21 2011, 03:25 AM:name=Remedy)--><div class='quotetop'>QUOTE (Remedy @ Jun 21 2011, 03:25 AM) <a href="index.php?act=findpost&pid=1854875"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://imageshack.us/photo/my-images/27/2011062100001.jpg/" target="_blank"><img src="http://img27.imageshack.us/img27/6118/2011062100001.jpg" border="0" class="linked-image" /></a>

    Also it would make an awesome death trap for clumsy skulks, lurks or jetpackers who leap or fly into it :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Fair play i'm extremely impressed with that spiral architecture, just throwing some names out there call it the phase room or borrow from star trek and call it the 'Warp Field Generator' or perhaps the 'Phased Plasma Generator room', i'm sure one of the lads here could come up with something that would fit that perfectly.

    Though the rest of the room itself seems quite bare, are you just setting the look and overall lighting tone before placing down any models to spruce up your map?
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    The centre looks nice. Although the outside looks clunky.
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
    <!--quoteo(post=1854950:date=Jun 21 2011, 10:12 PM:name=Janos)--><div class='quotetop'>QUOTE (Janos @ Jun 21 2011, 10:12 PM) <a href="index.php?act=findpost&pid=1854950"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Though the rest of the room itself seems quite bare, are you just setting the look and overall lighting tone before placing down any models to spruce up your map?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Pretty much I'm just undecided on placement of this so far, though I'll put this as the middle tech point feature.

    This was my first layout for the 2nd marine tech point, the idea was that the marines can shoot
    and defend from the top section, but I found it had to little space for buildings yet the room was already
    fairly big itself.

    <a href="http://imageshack.us/photo/my-images/189/2011062200001k.jpg/" target="_blank"><img src="http://img189.imageshack.us/img189/595/2011062200001k.jpg" border="0" class="linked-image" /></a>

    <a href="http://imageshack.us/photo/my-images/577/2011062200002.jpg/" target="_blank"><img src="http://img577.imageshack.us/img577/3230/2011062200002.jpg" border="0" class="linked-image" /></a>

    Maybe I can remake this area and replace the generators with something smaller and make it more accessable
    and rooming to set up base in as marine. <!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Redo<!--colorc--></span><!--/colorc--> or <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Scrap<!--colorc--></span><!--/colorc-->?<!--sizec--></span><!--/sizec-->
  • RanemanRaneman Join Date: 2010-01-07 Member: 69962Members
    Here's what I would do if you want to keep those in: Place them in a wall inside of the room, so that you can see them but they don't effect gameplay.
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