I'm loving the way this map is going! the theme is smart and gameplay looks solid. Just a bit too much bare tan concrete for my personal tastes. its a very safe colour palette. I'm curious on if you intend to break this up? If you've got any ideas I'd be happy to help with some rough textures to test some ideas out. Message me if you like.
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
The main reason I've got so much tan concrete is simply because it fits the theme and helps convey the dry desolation. I'll be adding some more props as I polish the level, but because most of the available ones are styled for sparkly sci-fi areas, most of them don't really work too well. When I do add props, it'll probably be an assortment of dust & debris - to make the place feel lived in.
The main way I've been playing with the theme so far has been to tweak the lighting in the different parts of the map. In the rooms with windows, I've been going for a washed out beige as the primary colour. In the underground sections, I've tended more towards a rich orange. Throughout the waterways, the lighting has a subtle green tint.
Thanks for the offer of some help with the texturing. I think I'm good for now, but I may take you up on that when it's more complete.
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
edited January 2013
<b><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->New Version Published to Workshop<!--sizec--></span><!--/sizec-->
Changelog</b> <ul><li>Entire top-right side of the map rebuilt (Outlook, Junction, East Turbine Access, Tailwater)</li><li>Progress on texturing & lighting</li></ul>
The waterways are better lit <img src="http://imageshack.us/a/img23/3748/ns2drydosity00047.jpg" border="0" class="linked-image" />
Monitoring has been prettified <img src="http://imageshack.us/a/img43/1276/ns2drydosity00044.jpg" border="0" class="linked-image" />
Outlook and East Turbine Access (now Generators) have been rebuilt <img src="http://imageshack.us/a/img84/9836/ns2drydosity00045.jpg" border="0" class="linked-image" />
Oh, and Tailwater has been rebuilt too (yes, there is a wall between the node and the tech point) <img src="http://img856.imageshack.us/img856/7942/ns2drydosity00048.jpg" border="0" class="linked-image" />
New Layout: <img src="http://imageshack.us/a/img856/5406/ns2drydositylayout7.jpg" border="0" class="linked-image" />
Yeah I understand the limitations of the current assets. Its not that tan is a bad its just you'll need a strong secondary colour to set it off right. The yellow in East Turbine Access is a nice example of what I had in mind. I've got an old texture set I made that never got used: Mainly stuff like this: <a href="http://i.imgur.com/9u08t.jpg" target="_blank">1</a> <a href="http://i.imgur.com/ylIoI.jpg" target="_blank">2</a> <a href="http://i.imgur.com/6DjTF.jpg" target="_blank">3</a> <a href="http://i.imgur.com/sCJJs.jpg" target="_blank">4</a>
They'd need updating and bringing inline with your pallet, but seems a shame I never used them. I'd like to help you out and although my time is limited with my own project, It's a nice contrast to what I'm doing. Post any references of textures you want and I'll try get them done for you.
Your latest update inspired me to do a paint over of shots of your map. Great looking shapes, lovely composition so most the works already done! I'm no concept artist but I just fancied having a go at making something with concrete, typical NS2 elements and a defined colour palette. <img src="http://i.imgur.com/hU3up.jpg" border="0" class="linked-image" /> No need to take any of it on board I just thought you might find it interesting.
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
Cool, I like what you've done with it. It doesn't quite match what I've been going for, but it definitely has the right mood to be one of the underground parts of the map.
Also, I think I'll take you up on that offer to create some textures for the map. I've sent you a PM.
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
Hey guys, good news and bad news.
First, the good news: I've been putting heaps of work into drydosity over the past week and I have another build ready :D
Now, the bad news: Because I've been having some <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=127035" target="_blank">incredibly irritating problems with publishing the map to Steam Workshop</a>, I've unpublished it from there for the time being. I hope this doesn't cause too much trouble for the few servers running it.
We played Drydosity tonight and I had quite a lot of fun. I love the verticality, it's very cool and makes a change from the otherwise pretty horizontal regular maps. Generator is a blast to play as a Lerk, really well done. I really love that corridor that goes from Tailwater to Outlook too.
I think the layout is a tad too complicated for the sake of being complicated right now, though. It's very hard to know where you are and where you're going, though perhaps this is due to the fact that the map isn't detailled yet. Other than that, I don't have a lot of complaints. This looks like a pretty solid map, and if it's as cool as Lucid then it'll become a favorite of mine pretty soon. :)
yes its a great fun map! that was a pretty epic 35 minute round we had on it. Though i would disagree with it being over-complicated, give it a few plays and it'll make sense. I would say some areas are somewhat underdeveloped and lack enough traffic or tactically value to make for any decent engagements when place in comparison with the stronger areas of the map. generally speaking the the right hand side and caves area (which i know is being reworked) are the less interesting spaces. I've seen some of the latest changes in the works and its certainly looking like most of these will be addressed!
I just looked at the new version. But since I played it only as rine and the aliens denied the access to the north, I can't give you feedback on the changes, but I like what I see. I especially like the small corridors in Inflow and the foundation pillars at Ruin and the NW hive. It gives you the feeling that it could be built like this in RL and that you are in a waterstation and it would be very unfortunate if water would start flowing in right now :P
I found some things:
- There are some strange shadows on the ground between Outlook and Tailwater Access, is there a 2nd face on the ground? - The Commview is very clean and good to understand, but there are some light props floating in mid air. You might want to make them invisible as well or add some low walls. The vent between Outflow and Overlook is floating as well. That is certainly a matter of taste, but I would like to see them somehow connected to the wall. - There is a spot in Lower Waterways that is cutting the nav_mash in half. So you must place cysts from two directions to cover that area. You might want to make that spot a bit bigger for cysting.
Thats all for now. Hope we play the map again some day.
Ah, yeah I dont know if he had clan tags or anything there was just a guy that went by mouse that made one of my favorite maps of all time lol. All good though. I was j/w cause the map I was talking about also had a lot of vertical space to play with as well. Definitely looking forward to seeing a finished version of drydosity!
Skuggan: Putting it like that is just rude and shows a complete lack of understanding of map development. Its a work in progress map, and its trying a lot of new ideas out in terms of gameplay and visuals. It'll probably all be rebuilt and tweaked before its anywhere near final. As for it all looking the same You should be thankful its not all gray dev textures because that is essentially where it's at right now, it's just mouse has taken the effort to make it more appealing with some simple visuals. constructive and detailed criticisms are always welcome, that last post offers nothing to no one. so why bother posting at all?
there would be you should fully elaborate on whats wrong with the design in a way that will be useful to the level designers. There is issues that mouse is working on resolving. fair enough to call out the map being too big and having too many res nodes. I personally agree with that statement. Just be polite about how you voice your frustrations and dislikes please.
Comments
The main way I've been playing with the theme so far has been to tweak the lighting in the different parts of the map. In the rooms with windows, I've been going for a washed out beige as the primary colour. In the underground sections, I've tended more towards a rich orange. Throughout the waterways, the lighting has a subtle green tint.
Thanks for the offer of some help with the texturing. I think I'm good for now, but I may take you up on that when it's more complete.
Changelog</b>
<ul><li>Entire top-right side of the map rebuilt (Outlook, Junction, East Turbine Access, Tailwater)</li><li>Progress on texturing & lighting</li></ul>
The waterways are better lit
<img src="http://imageshack.us/a/img23/3748/ns2drydosity00047.jpg" border="0" class="linked-image" />
Monitoring has been prettified
<img src="http://imageshack.us/a/img43/1276/ns2drydosity00044.jpg" border="0" class="linked-image" />
Outlook and East Turbine Access (now Generators) have been rebuilt
<img src="http://imageshack.us/a/img84/9836/ns2drydosity00045.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img521/5218/ns2drydosity00046.jpg" border="0" class="linked-image" />
Oh, and Tailwater has been rebuilt too (yes, there is a wall between the node and the tech point)
<img src="http://img856.imageshack.us/img856/7942/ns2drydosity00048.jpg" border="0" class="linked-image" />
New Layout:
<img src="http://imageshack.us/a/img856/5406/ns2drydositylayout7.jpg" border="0" class="linked-image" />
<a href="http://i.imgur.com/9u08t.jpg" target="_blank">1</a>
<a href="http://i.imgur.com/ylIoI.jpg" target="_blank">2</a>
<a href="http://i.imgur.com/6DjTF.jpg" target="_blank">3</a>
<a href="http://i.imgur.com/sCJJs.jpg" target="_blank">4</a>
They'd need updating and bringing inline with your pallet, but seems a shame I never used them.
I'd like to help you out and although my time is limited with my own project, It's a nice contrast to what I'm doing. Post any references of textures you want and I'll try get them done for you.
<img src="http://i.imgur.com/9u08t.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/hU3up.jpg" border="0" class="linked-image" />
No need to take any of it on board I just thought you might find it interesting.
Also, I think I'll take you up on that offer to create some textures for the map. I've sent you a PM.
First, the good news:
I've been putting heaps of work into drydosity over the past week and I have another build ready :D
Now, the bad news:
Because I've been having some <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=127035" target="_blank">incredibly irritating problems with publishing the map to Steam Workshop</a>, I've unpublished it from there for the time being. I hope this doesn't cause too much trouble for the few servers running it.
I think the layout is a tad too complicated for the sake of being complicated right now, though. It's very hard to know where you are and where you're going, though perhaps this is due to the fact that the map isn't detailled yet. Other than that, I don't have a lot of complaints. This looks like a pretty solid map, and if it's as cool as Lucid then it'll become a favorite of mine pretty soon. :)
I've completely rebuilt the top third of the map.
Feedback would be awesome :D
I found some things:
- There are some strange shadows on the ground between Outlook and Tailwater Access, is there a 2nd face on the ground?
- The Commview is very clean and good to understand, but there are some light props floating in mid air. You might want to make them invisible as well or add some low walls. The vent between Outflow and Overlook is floating as well. That is certainly a matter of taste, but I would like to see them somehow connected to the wall.
- There is a spot in Lower Waterways that is cutting the nav_mash in half. So you must place cysts from two directions to cover that area. You might want to make that spot a bit bigger for cysting.
Thats all for now. Hope we play the map again some day.
Steam Workshop: NS2_Drydosity
Its to big, too many resnodes and everything looks exactly the same.
The hard part is not taking these things too personal, and like I said, understand why those points are made.
Indeed. I wound up sending a PM to Skuggan asking him to clarify what he felt the main problems with the map are.