The room looks great, very clean and detailed. My only criticism is that the lighting might be too bright and bland. Some contrast in lighting is good - there is a brief discussion here. Also try to focus on using the lighting to create depth inside the room - some spots already do this better than others.
Creating a room to get used to the editor and understand the tools is perfectly fine. I would just highly suggest you graybox out the rest of the map so that you know you can fill in a layout that is good for combat gameplay. We'll happily playtest the graybox and give you feedback, so that when you detail you don't have to re-detail due to layout change.
I suppose at this point I'm kind of the unofficial combat mapping guru. Feel free to reach out to me here or via PM if you have any questions about the editor or combat mapping in general. I don't have all the answers but can at least point you in the right direction.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
I like where you're going with this, though I hve to echo @CarNagE1's sentiment that The stairs and ceiling in that room could use some work, and would suggest some additional detailing of the floor.
You could perhaps extrude some more interesting geometry up into the ceiling, then trim what needs trimming and add appropriate props where neccessary. Add some depth up there.
The stair props look flimsy compared to the rest of the architecture. If you keep that prop, I would at least build a more solid trim around it, make it seem a little beefier.
The floor is currently one large surface with very little going on. You could add paths of some sort, gratings exposing things underneath, or encircle the device in the middle of the room to give tht some additional weight.
here is the reworked floor. as well as the other side of the room. I still am working on making the roof seem... heavy and more interesting.. this curved stuff makes my eyes bleed. I hope they come up with a tool to make it ez.
im one of those guys who never likes what he does.. i love feedback. any more yall could give me would be awesome.
We still aren't kidding - graybox out the rest of the map. These guys spend months without getting to your level of detail in a map! Please see what I originally posted.
Creating a room to get used to the editor and understand the tools is perfectly fine. I would just highly suggest you graybox out the rest of the map so that you know you can fill in a layout that is good for combat gameplay. We'll happily playtest the graybox and give you feedback, so that when you detail you don't have to re-detail due to layout change.
If you aren't sure what we mean about graybox there are several good examples on the workshop. ns2_Grendel is an example of an early gray box. NS2_caged is a good example of a late stage gray box.
I was wondering how small i could make the map. I wanted to make a small and fast paced map. no down time. think that could work? i will release the greybox soon. Ill make it known I never played CO on ns2. only ns1. So i am building on theory not experience.
Running around the map it took me around 24 seconds of sprinting to get from one base to the other. so i guess its around 12-14 seconds til teams meet and fight.. I would like some ideas on what I should do to alter the map routes.
Running around the map it took me around 24 seconds of sprinting to get from one base to the other. so i guess its around 12-14 seconds til teams meet and fight.. I would like some ideas on what I should do to alter the map routes.
Hmm I usually measure marine walk times instead of sprinting. I know that most combat maps are around 20-24 seconds of walking between tech points - but there is some slight variation beyond that.
I think the smallest combat map right now is likely still faceoff, so check how long it takes you MS to Hive on that map. It's basically what I did for skylight (since I kinda copied the flow). On the larger side I think there is rockdown and descent, just to compare.
SO I AM BACK after LOL 7 years!!!!! And I wanted to start work on my map again but I lost file NNOT sure how to get it back...
Also, just as a side note... your map was intended for combat mod, which is no longer being worked on as far as i'm aware. I'm not sure if that would change anything or not though.
Comments
Creating a room to get used to the editor and understand the tools is perfectly fine. I would just highly suggest you graybox out the rest of the map so that you know you can fill in a layout that is good for combat gameplay. We'll happily playtest the graybox and give you feedback, so that when you detail you don't have to re-detail due to layout change.
I suppose at this point I'm kind of the unofficial combat mapping guru. Feel free to reach out to me here or via PM if you have any questions about the editor or combat mapping in general. I don't have all the answers but can at least point you in the right direction.
You could perhaps extrude some more interesting geometry up into the ceiling, then trim what needs trimming and add appropriate props where neccessary. Add some depth up there.
The stair props look flimsy compared to the rest of the architecture. If you keep that prop, I would at least build a more solid trim around it, make it seem a little beefier.
The floor is currently one large surface with very little going on. You could add paths of some sort, gratings exposing things underneath, or encircle the device in the middle of the room to give tht some additional weight.
Keep at it!
We still aren't kidding - graybox out the rest of the map. These guys spend months without getting to your level of detail in a map! Please see what I originally posted.
If you aren't sure what we mean about graybox there are several good examples on the workshop. ns2_Grendel is an example of an early gray box. NS2_caged is a good example of a late stage gray box.
EDIT: forgot to type a rather pivotal word.
Marine spawn
Want to build a cool reactor room
Hmm I usually measure marine walk times instead of sprinting. I know that most combat maps are around 20-24 seconds of walking between tech points - but there is some slight variation beyond that.
I think the smallest combat map right now is likely still faceoff, so check how long it takes you MS to Hive on that map. It's basically what I did for skylight (since I kinda copied the flow). On the larger side I think there is rockdown and descent, just to compare.
Is the file still on the workshop? You could download the mod and get your map back that way.
Also, just as a side note... your map was intended for combat mod, which is no longer being worked on as far as i'm aware. I'm not sure if that would change anything or not though.