NS2_Okazaki (Working Title)

RagnARagnA Join Date: 2010-04-12 Member: 71363Members
<div class="IPBDescription">New map with description and layout, workflow included</div>Hello NS2 community!

I have been working on a map layout this past week and I feel its time I shared my work. I have been mapping for a while so I decided I would also show my workflow as I go along with this project. I know its hard to make something from start to finish, but when you have a proper workflow, the odds of success increase dramatically!

<u>STEP 1:</u> Brainstorming and Research

Choose a theme you like and stick to it, the theme I chose for this level was a botanical research facility on a distant world. An actual level designer can speed a week for research alone. So take your time and gather as much inspiration as possible. This can range from concept art to architecture. The inspiration thread on this forum is where I started, and eventually went to find my own inspiration on the internet.

<u>Step 2:</u> Creating a layout

The first thing you might want to do for the layout is choose how many tech points/res nodes you want in your map and then configure them in a simple node layout such as this one.

<img src="http://img441.imageshack.us/img441/355/workflow2.jpg" border="0" class="linked-image" />

Now a lot of you already do this, but I also use something called architectural programming. The purpose of this is to organize the rooms in your level in a manner that would make sense in real life. An example would be to place bathrooms next to a cafeteria or a kitchen. It can be done on paper, or on any software such as Visio or Dia (the later is free). The first thing to do is to make a list of what would be plausible in the setting you chose. From there you can try and look at each individual room and think what would make sense being connected to it. Once the list is substantial enough, connect the rooms and organize them in a a realistic way. What I did resulted in what you see below.

<img src="http://img109.imageshack.us/img109/9724/workflow1.jpg" border="0" class="linked-image" />

The next logical step was to try and combine the two. Compromises had to be made to match the first node diagram. Its always better to cut in realism than it is to cut in gameplay. The final result was this:

<img src="http://img198.imageshack.us/img198/139/workflow3.jpg" border="0" class="linked-image" />

Now that I had some solid ground to start designing the level, I opened up Google Sketchup and made a basic layout directly in 3D. For those who never used it, its a great tool for planning anything that needs to be done in 3D. Its also incredibly easy to use. Starting out on paper is great, but seeing in the third dimension will give you a better sense of the final product and what problems you might encounter during development. Its also way easier to just scrap parts of the level you don't like. Better to do it here than later on, after you spent countless hours in the actual editor. Even if this is only a layout, you might want to try architecture styles to see if you like it. So I ended up with this:

<img src="http://img12.imageshack.us/img12/4800/layouttopns2.jpg" border="0" class="linked-image" />

Red Squares = Tech Points
Blue Circles = Resource Node

I have been working on all this for a few days now and I haven't touched the editor yet! But hey, no worries. If you know where you're going, there are way better chances you'll get there.

I'm already seeing things I don't like about the layout, but I want to hear what you guys have to say about it first. So please! Comment away!

Here are more perspective screen shots to give a better sense of the rooms.

<a href="http://imageshack.us/photo/my-images/821/perspective1.jpg/" target="_blank"><img src="http://img821.imageshack.us/img821/4463/perspective1.th.jpg" border="0" class="linked-image" /></a>

<a href="http://imageshack.us/photo/my-images/600/perspective2.jpg/" target="_blank"><img src="http://img600.imageshack.us/img600/3509/perspective2.th.jpg" border="0" class="linked-image" /></a>

<a href="http://imageshack.us/photo/my-images/52/perspective3.jpg/" target="_blank"><img src="http://img52.imageshack.us/img52/3534/perspective3.th.jpg" border="0" class="linked-image" /></a>

Comments

  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I really like the setup and the sketchup and hope you decide to map this into a map.

    However, I generally view it best to put a res node in every room with a tech node. Doing so would also solve the low number of res nodes in the Goggle sketchup layout (6 by my count). For comparison, the smallest NS2 map (tram) has 9 res nodes, so I wouldn't go below that number.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    indeed, looks much better than most oficial maps atm, and you dont seem to have looked to have started it yet!
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    edited July 2012
    <!--quoteo(post=1950239:date=Jul 10 2012, 04:49 AM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Jul 10 2012, 04:49 AM) <a href="index.php?act=findpost&pid=1950239"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->indeed, looks much better than most oficial maps atm, and you dont seem to have looked to have started it yet!<!--QuoteEnd--></div><!--QuoteEEnd-->
    To me, this is a very strange comment. The current official maps are all very intricate and well designed.

    ---

    Nice job RagnA. Seeing this, I think you've got prior experience with Google Sketchup, no? I'm not familiar with the tool, but seeing how it looks in 3d, I'd think making this layout in there is not that much easier than making it in the editor.

    As for the layout itself, you've got a nice level of detail planned and the concept is good. There's another mapper working on a botanical style map if I'm not mistaken, but that's not a problem.

    One thing I am concerned about in your current layout, is the placement of the tech points. They seem to be grouped 3 by 3. That way the travel times between the tech points will vary a lot and the map basically has two important sides, northeast and southwest. A good idea would be to plant travel times between different rooms. Those need to be balanced a bit to make sure that no part of the map goes to waste (path being used much less because it's an inefficient route).

    Perhaps spacing it out would create a more dynamic environment. As for the resource nodes, you could indeed use some more.

    It's a very good start, I hope you'll make this into a great map. :)
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    I can tell from the very detailed planning that this will turn into one of those classic maps that people will play time and time again.
  • RagnARagnA Join Date: 2010-04-12 Member: 71363Members
    Thanks for the comments!

    Ill work on rearranging the tech points and resource nodes. My original tough was that lone res nodes could make an area worth the effort, but now that I think about it, you`re probably right. I`m also going to get rid of some redundant corridors and ill start working on the game version of this layout.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1950372:date=Jul 10 2012, 11:28 AM:name=RagnA)--><div class='quotetop'>QUOTE (RagnA @ Jul 10 2012, 11:28 AM) <a href="index.php?act=findpost&pid=1950372"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ill work on rearranging the tech points and resource nodes. My original tough was that lone res nodes could make an area worth the effort, but now that I think about it, you`re probably right. I`m also going to get rid of some redundant corridors and ill start working on the game version of this layout.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'd keep the lone res nodes (they add a lot of worth to an area), but I'd put res nodes in all the rooms with lone tech nodes. Combining tech and res nodes makes every tech node a viable room to put a base (or to relocate too), which greatly expands the strategic value of a map imo.
  • RagnARagnA Join Date: 2010-04-12 Member: 71363Members
    Hey guys,

    Just a quick update to show the progress so far. The gray dev texture bloc out is done. This is what the overview looks in game.

    <a href="http://imageshack.us/photo/my-images/835/ingamelayout.jpg/" target="_blank"><img src="http://img835.imageshack.us/img835/6391/ingamelayout.jpg" border="0" class="linked-image" /></a>

    Everything is a bit offset on the minimap right now so ill work on that. Then ill add all the gameplay lighting and some basic props for cover and it will be ready for balance testing and release on steam workshop.
  • DaphistoDaphisto Hive Janitor Join Date: 2002-11-16 Member: 8917Members, Reinforced - Shadow
    Wow this looks really awesome! Nice job dude!
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    You need to make your minimap extents entity square, otherwise everything will be off.

    This means that when selecting it with the scale tool you will have XxYxZ, so for this to work X=Z.
  • GamerkatzeGamerkatze Join Date: 2012-06-27 Member: 153711Members
    tell us if you need playtesters for your map :)
    can't wait ^^
  • RagnARagnA Join Date: 2010-04-12 Member: 71363Members
    Hey guys,

    I basically finished the grey box so I decided to give a some quick texturing and lighting. All props/textures are simply placeholders and will probably not be in the final product. They are simply there to provide cover/guidance to players when playtesting. Same goes to lighting, which may be too dark.

    As soon as I can test it internally with some friends and I know all the commander view and spawns works Ill post a link for download.

    Here are some pictures to show some progress.

    <img src="http://img832.imageshack.us/img832/493/overviewqu.jpg" border="0" class="linked-image" />

    <img src="http://img213.imageshack.us/img213/5813/workertram01.jpg" border="0" class="linked-image" />

    <img src="http://img441.imageshack.us/img441/3921/viplanding01.jpg" border="0" class="linked-image" />

    <img src="http://img845.imageshack.us/img845/8756/tunnels01.jpg" border="0" class="linked-image" />

    <img src="http://img88.imageshack.us/img88/5642/pumpstation01.jpg" border="0" class="linked-image" />

    <img src="http://img341.imageshack.us/img341/4033/processing02.jpg" border="0" class="linked-image" />

    <img src="http://img856.imageshack.us/img856/3992/processing01.jpg" border="0" class="linked-image" />

    <img src="http://img834.imageshack.us/img834/9044/office02.jpg" border="0" class="linked-image" />

    <img src="http://img18.imageshack.us/img18/3268/office01aw.jpg" border="0" class="linked-image" />

    <img src="http://img28.imageshack.us/img28/7556/medbay01.jpg" border="0" class="linked-image" />

    Thanks for watching!

    Download link coming soon!
  • RagnARagnA Join Date: 2010-04-12 Member: 71363Members
    More Pics

    <img src="http://img525.imageshack.us/img525/2057/maintenance01.jpg" border="0" class="linked-image" />

    <img src="http://img822.imageshack.us/img822/5479/hall01s.jpg" border="0" class="linked-image" />

    <img src="http://imageshack.us/photo/my-images/155/greenhouse01.jpg" border="0" class="linked-image" />

    <img src="http://img845.imageshack.us/img845/1449/filtration01.jpg" border="0" class="linked-image" />

    <img src="http://img16.imageshack.us/img16/2528/exposition01.jpg" border="0" class="linked-image" />

    <img src="http://img402.imageshack.us/img402/7558/expedition02.jpg" border="0" class="linked-image" />

    <img src="http://img152.imageshack.us/img152/4452/expedition01.jpg" border="0" class="linked-image" />

    <img src="http://img163.imageshack.us/img163/2369/conduit01.jpg" border="0" class="linked-image" />

    <img src="http://img36.imageshack.us/img36/5258/centrifuge01.jpg" border="0" class="linked-image" />
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited August 2012
    So awesome to see more maps in the works. And you're making great progress!
    You're very welcome to sign up on <a href="http://www.duplexgaming.co.uk" target="_blank">www.duplexgaming.co.uk</a> and let me know to gain you access to upload your files.
    When I have manually changed your usergroup, you should be able to go: "Admin" -> "Downloads" -> The "Maps" button. To add your map to the site.
    That way, only you have access to make updates/changes to the files, and people won't get linked an old version.
    As for feedback on the layout, I think you have too many tech points, and that they are too close to eachother.
    I'd recommend 4 or maximum 5 tech points for a map this size, else it becomes too easy to unlock the higher tech aquired by capturing the tech points.
  • DaphistoDaphisto Hive Janitor Join Date: 2002-11-16 Member: 8917Members, Reinforced - Shadow
    This map looks like it has some serious potential. How many hours have you put into it so far?
  • RagnARagnA Join Date: 2010-04-12 Member: 71363Members
    I started about three weeks ago, steam says I logged an additional 100 hours since I started using the editor for this map, without counting the time I prepared the layout. Besides balancing (which there is probably a lot of) all thats left to do is optimization ( I havn't done occlusion geometry yet) and level art (I'm no artist, gonna have to find someone else to do it if possible).

    I also have to find an official name for the level before I post it online.
  • RagnARagnA Join Date: 2010-04-12 Member: 71363Members
    edited August 2012
    <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->RELEASED<!--colorc--></span><!--/colorc-->

    Available to download at: <a href="http://www.duplexgaming.co.uk/downloads/maps/108/ns2_okazaki/" target="_blank">http://www.duplexgaming.co.uk/downloads/ma...08/ns2_okazaki/</a>

    I would love to spectate a 6v6 on this and get as much feedback as possible. A thread was also started for this on Duplex Gaming.

    PS.: Could an admin put "Released" in the topic description? That would be awesome.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    Without occlusion geometry it's gonna get pretty hard to get some games going on it.
    People don't like lag when trying to compete/test balance, speaking from experience here :P
    You should work on that asap, and then I'm sure it could be tried out in an ENSL gather or something :-)
  • RagnARagnA Join Date: 2010-04-12 Member: 71363Members
    Occlusion geometry is all there and good to go! Made it yesterday.

    I made sure the fps was good in every room before releasing so there should be no problem on the performance side.
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    Looking promising.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited August 2012
    That's awesome! I added your map to the mapvote on ENSL.org - surely it will get some play on it soon.
    One thing I noticed when walking around your map.
    The spawns are sometimes very close, which would be a big mistake on a map this size.
    Since larger parts of the map will become deserted, and not used much.
    My immediate suggestion is that you make the southern tech points marine only and the northern ones alien only.
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