NS2_Axon (Working Title)

AssasinxXxAssasinxXx Join Date: 2012-01-17 Member: 140983Members
<div class="IPBDescription">First time task</div>Hello, now i know i had said i would be a little more talkative in the Pre-mapping Thread and didn't end up doing it, but i feel now is the time i can open my map up to be seen outside of my own eyes, It is a summit-esque Layout map based around a Transfer facility that has been attacked, Now 50% of it is greyboxed in, 20% of that is lit, and 10% is actually propped a bit. Tell me what you think of it so far!
Elevator Transfer (Doing first to last! worst to best!)
<img src="http://i137.photobucket.com/albums/q229/Redroniksre/NS2_Axon%20Progress%20Page/NS2_AxonElvTrns.png" border="0" class="linked-image" />
Administration
<img src="http://i137.photobucket.com/albums/q229/Redroniksre/NS2_Axon%20Progress%20Page/NS2_AxonHeli.png" border="0" class="linked-image" />
Security
<img src="http://i137.photobucket.com/albums/q229/Redroniksre/NS2_Axon%20Progress%20Page/NS2_AxonSecuri.png" border="0" class="linked-image" />
Town (Yes, there are two outdoor areas currently)
<img src="http://i137.photobucket.com/albums/q229/Redroniksre/NS2_Axon%20Progress%20Page/NS2_AxonTwn.png" border="0" class="linked-image" />
Surface Access (Needs to be renamed, decided on no Valley)
<img src="http://i137.photobucket.com/albums/q229/Redroniksre/NS2_Axon%20Progress%20Page/NS2_AxonSrfc.png" border="0" class="linked-image" />
Annnnnd Ready Room, Marine Side (There is an Alien side, request if you reallly want to see it)
<img src="http://i137.photobucket.com/albums/q229/Redroniksre/NS2_Axon%20Progress%20Page/NS2_AxonRdyRm1.png" border="0" class="linked-image" />

Thanks for looking and any feedback is welcome!

Comments

  • therake6therake6 Join Date: 2011-12-04 Member: 136544Members
    Looking awesome. I love the way taller maps look.
  • BlasphemyBlasphemy Join Date: 2008-05-02 Member: 64201Members, NS2 Playtester, Subnautica Playtester
    I love your geometry. I also really like the detailing of that room with the resource tower + lighting. One thing I'm wondering is if you have a defined color pallete for your map, or if you're just going with what goes. Your first two lighting shots have very rich and accommodating colors (it is very good), but that last one seems both a bit too strong and conflicting.

    I don't know if that bold red would be a very good choice with those purples on the walls. I would suggest re-using the orange-yellow in the first two lit shots.

    I'm curious. What type of geometry technique are you using for grey mapping? Are you going face by face individually, or are you doing the extrusion/all connected method? Or possibly a mix?

    Lastly, I see a lot of long open lanes, which could possibly be a problem for the aliens. Some places have good places to duck into cover (1st lit shot), but do you have any vents or sidelines laid out for the others yet?
  • AssasinxXxAssasinxXx Join Date: 2012-01-17 Member: 140983Members
    Ive been tinkering with the color scheme's, mainly the Ready Room's Marine poses were lit like that just to see if i could make a strong cinematic look to it, will most likely mess around still. I usually go face by face, i have a lot of problems with it sometimes but i tend to like the freedom i get with it. There are vents, they just mostly havn't been mapped in yet, and the town streets i plan to have a lot of debris lying around (thinking of a Blade Runner-esque sort of drab town)
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    The geometry is very nice! and I really like the purple lighting too.

    The city streets look is something we are trying in the community map project too for our double res area :) We have thought about changing it to something more industrial or cave looking, but if you can pull it off we might try the same thing :)
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    Great brushwork!

    I would work on your lighting a bit more. There are too many colours going on at the moment; try and get a unified theme. Also, are you using ambient lights? They're a very good way of lighting up areas with a certain colour, letting your main lights/spotlights light up key areas/paths.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    Brush work is looking very good. Nice to see the layout being developed like this, I'm looking forward to seeing how
    you progress from this now. The arched thing in the 3rd picture seems odd and out of place. I like the lighting in the 5th shot.
    Although I would suggest removing the blue/green light on the far right wall,I think the lighting will look much much
    better without it. Just seems like 1 colour too many. Nice work so far, looking forward to more.
  • AssasinxXxAssasinxXx Join Date: 2012-01-17 Member: 140983Members
    @Moconnor
    The Arch was supposed to be a metal detector type thing, i didn't really like it but I'm having it placeholder for now, and i am so far just playing with colors, it kind of bothered me as well.
  • AssasinxXxAssasinxXx Join Date: 2012-01-17 Member: 140983Members
    <img src="http://i137.photobucket.com/albums/q229/Redroniksre/NS2_AxonCoreAlien.png" border="0" class="linked-image" />
    This is an Alien vent area, there will be broken glass leading into the central area for them to climb through
  • wanniewannie Join Date: 2012-07-28 Member: 154405Members
    I do like the geo, as most said lighting needs work tho..

    The last screenshot does look sweet, lots of space for skulks to hide in i hope :)
Sign In or Register to comment.