NS2_Icarus

LazerLazer Join Date: 2003-03-11 Member: 14406Posts: 1,690Members, Contributor, Constellation, NS2 Playtester
edited January 2013 in Mapping
NS2 Icarus is a map I have been working on since sometime May 2010. Now that there's enough material to show I would like to share progress with you guys. :)




Description: The Icarus facility has been established on <random planet> to begin mining of <random rare resource>. Progress is going well until the miners strike something odd and unleash the Kharaa into the facility.




The map contains 5 tech points with 7 RTs. It follows the mapping guidelines as well as I could for this specific layout. For either team, expanding leftward leads to 2 RT rooms and expanding rightwards leads to another tech point. For lighting I am trying to create a 3 color theme. Most all rooms have red accents with the other tone being a yellow-orange toward the aliens side and a bluish towards the marines side. I'm not 100% sure how I feel about the blue yet but it seems to have been working now that I have gotten most of the marine side down.

image




Screenshots:

image
A node room next to the Ventilation Chamber.

image
Center tech point and res node. There will be a lot of fighting for control of this room however it could be avoided entirely by expanding on the outside routes.

image
The closest node to the alien spawn. Also one of the first rooms I made and still needs more prop walls etc but it is coming along nice with the 'spinning fan w/ light behind it' above (pic later).

image
A link between Cargo, Shipping & Receiving, and Ventilation Chamber. Screenshot is taken from the center of the T looking towards ventilation chamber.

image
The closest tech point to the alien spawn.

image
A secondary generator at the Power Core tech point. There is a much larger generator in the main part of the room.

image
An route between Ventilation Chamber and alien spawn, Excavation.




Much more to come. As you can see from the layout there is a lot I have not shown yet (basically all of the marine side of the map).

I am aware that some rooms are still lacking in props and some of the surfaces need to be broken up a little more for aesthetics. Other than that feedback, concerns?
Post edited by Unknown User on
-ns2_icarus original map
-ns_nancy remake lead
«1345

Comments

  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Posts: 2,021Members, Constellation, NS2 Map Tester
  • LazerLazer Join Date: 2003-03-11 Member: 14406Posts: 1,690Members, Contributor, Constellation, NS2 Playtester
    Thanks I'm really trying to keep as much contrast as possible without creating black voids everywhere or lights that appear too bright.
    -ns2_icarus original map
    -ns_nancy remake lead
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Posts: 380Members
    really dig the fluid transfer there, only criticism would be perhaps there is too much similarity in lighting colouring, I do love that style dim orange light though.
    image
    "There is hope, but not for us" (Kafka).
    "Don't be afraid of perfection. You will never attain it" (Salvador Dali).
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Posts: 6,132Members, Constellation
    Visually it's not as pleasing as other levels, however I'm very impressed from the top down. That's how I understood the NS2 mapping guidelines on layout; first time I've seen another person on these forums to have the same impression I'm under.
    blah blah blah
  • LazerLazer Join Date: 2003-03-11 Member: 14406Posts: 1,690Members, Contributor, Constellation, NS2 Playtester
    Yes I had built the entire layout before starting on the geometry/textures because one of my biggest concerns is game play, however I won't know anything until the alpha really. The dim orange style is only applied to about half the map and I'm trying to figure out a way to enhance it a bit. Maybe I should brighten the orange a little more?

    One more screenshot of what I've been working on tonight before I go to bed. This is a section of the closest tech point to marine spawn, Power Core. It showcases the bluish coloring theme I'm trying to work into the other half of the map and I think it gives some contrast to the darker dim orange corridors. Haven't quite finished everything in here but this is where I'm going with it:

    image
    -ns2_icarus original map
    -ns_nancy remake lead
  • RazorRazor Join Date: 2010-02-23 Member: 70695Posts: 131Members
    I'm not sure what it is exactly but I don't like the red lights. Maybe if there an emissive property you could turn on it wouldn't feel so harsh and stand out. The orange lights seem to work a bit better and go well with the textures and props.

    Have you tested the distances from points and if they are close compared to the opposite side? The far left Tech to Res seems to be a longer distance than on the right.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Posts: 1,690Members, Contributor, Constellation, NS2 Playtester
    Distance has not been tested yet however I am keeping the right nodes closer to the top tech point and left nodes closer to the bottom tech point. The side tech points are the first expansion points so I'm trying to keep a little distance from them and the 2nd node for the opposite team.

    What is not liked about the red? Personally I like red accents, however I am always open to suggestion if something seems off. Is it that the red lights look too concentrated up top in cargo? I can try and turn down the intensity some and maybe turn up the distance a little to decrease the contrast?

    I have also been playing around with ways to enhance the yellow-orange lights and increase lighting more without it looking too washed out. Here is an example of what the modified style looks like:
    image
    I'm going to try and work this back into the areas that had the template light-behind-screen things as they were looking a bit plain and this might spice it up some.

    A bunch more screen shots of the marine side (with a blue theme) to come soon. I have done a lot of work to those areas and it is pulling together quite nicely but I have been feeling a bit self-conscious to post :p

    Also as an update to the status of the map, to have it playable I just need to add vents, add in a few missing nodes (the rooms are already in place), and finish up a few of the most obviously unfinished areas (random sections of certain hallways / couple parts rooms). The rest is all adding more and more detail but I am not ready to finalize anything until I start alpha testing this map in ~10 days
    -ns2_icarus original map
    -ns_nancy remake lead
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    Looks great!
    NS2 Map in progress, ns2_summit

    Spark tutorial for curved floors/corridors (included in the map thread in the last section of the 1st post)
  • LazerLazer Join Date: 2003-03-11 Member: 14406Posts: 1,690Members, Contributor, Constellation, NS2 Playtester
    QUOTE (pSyk0mAn @ Jul 16 2010, 03:19 PM) »
    Looks great!

    Thanks as coming from you I appreciate hearing this :)
    -ns2_icarus original map
    -ns_nancy remake lead
  • RazorRazor Join Date: 2010-02-23 Member: 70695Posts: 131Members
    edited July 2010
    QUOTE (Lazer @ Jul 16 2010, 02:48 PM) »
    What is not liked about the red? Personally I like red accents, however I am always open to suggestion if something seems off. Is it that the red lights look too concentrated up top in cargo? I can try and turn down the intensity some and maybe turn up the distance a little to decrease the contrast?


    I agree red accents are good too but the whole ceiling is red in the Power Core. Yeah, too concentrated. I'd have the red lights further up so there is a shadowed space on the crossbeams separating the lights from the room. Or have them dimmer or something so that your attention isn't drawn so the ceiling so much

    Excavation Access looks wonderful. It feels much more natural as far as lighting than the others.
    Post edited by Unknown User on
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    edited July 2010
    QUOTE (Razor @ Jul 17 2010, 12:18 AM) »
    I agree red accents are good too but the whole ceiling is red in the Power Core. Yeah, too concentrated. I'd have the red lights further up so there is a shadowed space on the crossbeams separating the lights from the room. Or have them dimmer or something so that your attention isn't drawn so the ceiling so much


    Completly agree.
    Try to make the distance smaller so that one red light only lights a quarter of the ceiling door and the surrounding crossbeams a little. Then you could add 2 lights per segment on both sides.
    Also the white light props are disturbing. Try this small, round ones and place them according to my previous suggestion (4 per segment).

    Edit: Just noticed Razor talks about power core first :D
    My suggestion is for cargo. I think power core looks fine, but even there the red lights could use a very slight decrease in distance.
    Post edited by Unknown User on
    NS2 Map in progress, ns2_summit

    Spark tutorial for curved floors/corridors (included in the map thread in the last section of the 1st post)
  • LazerLazer Join Date: 2003-03-11 Member: 14406Posts: 1,690Members, Contributor, Constellation, NS2 Playtester
    edited July 2010
    Ok these suggestions are helping a bit I've fixed up the lighting in Power Core and although I've been working on a bunch of other sections of the map I did try to make some adjustments to Cargo too. I'm still not quite happy yet especially with the far walls (the boring ones with doorways) and although I think the red lighting has improved some I really need to change it around again. I'm thinking maybe 3 lights per segment and the segments need to be broken up a bit maybe? Possibly a texture change too since the texture being used right now is too reflective and makes the lights look more like points instead of atmospheric.

    image

    image

    Updated the main post to reflect these new screen shots also...
    Post edited by Unknown User on
    -ns2_icarus original map
    -ns_nancy remake lead
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Posts: 6,132Members, Constellation
    You're running on a very dark theme. If my level were so dark I'd work on highlighting my doorways to show players where they need to be going, just a little thought for you Lazer.
    blah blah blah
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    edited July 2010
    Not sure how much more time you want to invest into cargo (at least until playtesting), but I think the main problem of the room is that it still looks like a huge box.
    Long, straight faces, props and textures. In addition not enough light sources to get more contrast and variation into the scene.

    First of all I would add a huge crossbeam like shape, which goes from the left to the right and connects with the middle of that wall between the two orange parts.
    A bit lower than the pipes so they go through it and you shouldn't be able to look through it (no grates or whatever) unless maybe the part where the pipes go through (could also be a little space for a skulk/lerk).
    Don't know how much further your scene goes, but if you have 3 orange parts and 4 ceiling door segments, you just add two of those huge crossbeams.

    ..and yes, what Thaldarin said, since you need a lot more lights anyway.
    Post edited by Unknown User on
    NS2 Map in progress, ns2_summit

    Spark tutorial for curved floors/corridors (included in the map thread in the last section of the 1st post)
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Posts: 2,301Members, NS1 Playtester
    QUOTE (Lazer @ Jul 19 2010, 09:22 AM) »
    Ok these suggestions are helping a bit I've fixed up the lighting in Power Core and although I've been working on a bunch of other sections of the map I did try to make some adjustments to Cargo too. I'm still not quite happy yet especially with the far walls (the boring ones with doorways) and although I think the red lighting has improved some I really need to change it around again. I'm thinking maybe 3 lights per segment and the segments need to be broken up a bit maybe? Possibly a texture change too since the texture being used right now is too reflective and makes the lights look more like points instead of atmospheric.

    image

    image

    Updated the main post to reflect these new screen shots also...


    Hey Lazer, some constructive criticism that I originally noticed when I saw the two shots is that they both looked washed out with the lighting. I think it really might benefit you to start making larger starker contrasts, have dark corners/locations, and use a bit more neutral colors as general lighting sources instead of the fancier highlight lighting to ultimately do the brunt of it.
    Cyanide
  • LazerLazer Join Date: 2003-03-11 Member: 14406Posts: 1,690Members, Contributor, Constellation, NS2 Playtester
    QUOTE (pSyk0mAn @ Jul 20 2010, 04:00 AM) »
    Not sure how much more time you want to invest into cargo (at least until playtesting), but I think the main problem of the room is that it still looks like a huge box.
    Long, straight faces, props and textures. In addition not enough light sources to get more contrast and variation into the scene.

    First of all I would add a huge crossbeam like shape, which goes from the left to the right and connects with the middle of that wall between the two orange parts.
    A bit lower than the pipes so they go through it and you shouldn't be able to look through it (no grates or whatever) unless maybe the part where the pipes go through (could also be a little space for a skulk/lerk).
    Don't know how much further your scene goes, but if you have 3 orange parts and 4 ceiling door segments, you just add two of those huge crossbeams.

    ..and yes, what Thaldarin said, since you need a lot more lights anyway.

    Yes I agree a bit about the boxiness that is what I was getting at about the boring wall (with the doors). I'm pretty happy with the side walls though and any crossbeams I add needs to not interfere with running under the doors or getting in the way of the ceiling crane. I'm going to continue working on Cargo today and post another update but like you said I'm not sure how much more time I want to invest in it (right now at least) since I have some much more unfinished areas to get finished up this week.

    Now in regards to lighting, I feel like I'm getting completely different opinions from everybody. Generally as I've been finishing up areas I have made sure they are all well lit with a few exceptions. Most of the brighter part of the map I haven't posted any shots of yet and will try and do so really soon. Cargo does appear washed out now but at least on my monitor Power Core looks to have a lot of contrast. Ventilation Chamber has had its lighting improved and Shipping & Receiving has a lot of propping left (I like to work in more lights once adding props). I'm going to try a few things and post some more shots later on today. Thanks guys.
    -ns2_icarus original map
    -ns_nancy remake lead
  • LazerLazer Join Date: 2003-03-11 Member: 14406Posts: 1,690Members, Contributor, Constellation, NS2 Playtester
    edited July 2010
    Ok here is some more work done to Cargo. I still haven't touched the door walls but I made big changes to the pipe supports and added a bunch of lighting. I think I'm liking this more. I also like the idea of lighting up doorways a bit so I'm going to try and work that in around the map too.

    image

    Going to continue working on other sections now and will hopefully have some of the other areas to show later.
    Post edited by Unknown User on
    -ns2_icarus original map
    -ns_nancy remake lead
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    The new pipe supports look great. Nice idea with these props!
    NS2 Map in progress, ns2_summit

    Spark tutorial for curved floors/corridors (included in the map thread in the last section of the 1st post)
  • MastoriatMastoriat Join Date: 2010-06-30 Member: 72212Posts: 12Members
    *thumb up* nice work.. this last screen looks nice
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Posts: 380Members
    Wow, that tech point looks awesome!
    image
    "There is hope, but not for us" (Kafka).
    "Don't be afraid of perfection. You will never attain it" (Salvador Dali).
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Posts: 6,132Members, Constellation
    Visual problem with your pipe struts: The inside is transparent on that model ;)
    blah blah blah
  • LazerLazer Join Date: 2003-03-11 Member: 14406Posts: 1,690Members, Contributor, Constellation, NS2 Playtester
    QUOTE (Thaldarin @ Jul 20 2010, 09:03 PM) »
    Visual problem with your pipe struts: The inside is transparent on that model ;)

    image
    I used the concave version of that prop on the inside too :)

    Here are a couple hallways from the marine side. The second image needs more props but I'm kind of happy with how it is coming out.

    image

    image
    -ns2_icarus original map
    -ns_nancy remake lead
  • LazerLazer Join Date: 2003-03-11 Member: 14406Posts: 1,690Members, Contributor, Constellation, NS2 Playtester
    Ok so I decided I would like to make a few more adjustments to Cargo:
    image
    -ns2_icarus original map
    -ns_nancy remake lead
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,273Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    Better call management, those cargo guys' stacking skills is severely lacking with this random placement of crates :P


    Love the "OMG we are under attack, leave everything behind and lets GTFO" feeling you've got going across them there screenies!

    Forum Admin "to protect and serve" Admin/Moderator I use a flamethrower tank for most disputes

    Existence Unknown
    NS2-720p Playlist or on the UWE Forums, last update 11-aug-2012
    NS2: 95x1HP Skulk escapes, latest NS2 Comic #49 GAS: Newton's third law was wrong?

  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Posts: 3,050Members
  • LazerLazer Join Date: 2003-03-11 Member: 14406Posts: 1,690Members, Contributor, Constellation, NS2 Playtester
    Hey guys I've been spending some time messing around with making the map playable in the alpha. I did manage to set up pathing, readyroom, team joins/spawns, etc however I don't think there is a point in testing this map yet until the alpha is more stable. Anyway this means I've got plenty more time to work on aesthetics and finish up some of the more unfinished areas I have left to touch on.

    In the mean time here is some work in progress I have been doing to the alien spawn, Excavation:

    image
    Inside the main part of the hive

    image

    image
    Looking out towards Excavation Service Access

    image

    And an in game shot of the hive:
    image

    And a peak at the main area of power core. This still has a lot left to be done:
    image
    -ns2_icarus original map
    -ns_nancy remake lead
  • Commie SpyCommie Spy Join Date: 2009-07-02 Member: 68008Posts: 92Members
    power core looks great ^^
    QUOTE (Ryo-Ohki @ Aug 1 2010, 01:20 AM) »
    Now, the commander can, and infact only can, build his own structures. Marines can now upgrade their own weapons. The result is that in effect, the Commander and the Marines are now playing two seperate games. Synergy has been replaced with disunity. If Commanders don't need their Marines as much, they won't communicate with them as much, and vice versa.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Posts: 1,690Members, Contributor, Constellation, NS2 Playtester
    QUOTE (Commie Spy @ Aug 3 2010, 01:36 AM) »
    power core looks great ^^

    Thanks I'm happy with certain aspects of it visually (mainly the core itself) but the surrounding geometry of the room needs a bit of a face lift. I'm also concerned about game play and might need to add little balconies around the edges to give more walking room up top? Not quite sure yet.

    Also although I haven't posted any shots of it I just scrapped my marine spawn and am redoing that room again. It was going to be a hangar bay but realized if I'm going to do this and make sense it can't have any cover (no pillars etc) and this would be stupid for game-play reasons. It is now going to be Reception and give a feel as being the front entrance of the facility. I plan to have some sky/terrain visible and a landing pad outside which I guess would be comparable to Hera but I don't currently plan for players to be able to get outside.

    Also with the transparent textures now supported I think I want to try to have a bit of steamy water under the platforms in Excavation. This might add nicely to the atmosphere in there.

    Still gotta add all the vents as well.

    Some more areas to be revealed soon too. Thinking next up will be Cargo Access.
    -ns2_icarus original map
    -ns_nancy remake lead
  • LazerLazer Join Date: 2003-03-11 Member: 14406Posts: 1,690Members, Contributor, Constellation, NS2 Playtester
    edited August 2010
    Shipping @ Receiving was boring me so I added some more detail:
    image

    Still a bunch left to do here. Working some more on Cargo Access too and I'll post a few shots.
    Post edited by Unknown User on
    -ns2_icarus original map
    -ns_nancy remake lead
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    Still needs some lighting work compared to those fine shots before.

    Hope you get enough variation with all those cargo areas :p

    NS2 Map in progress, ns2_summit

    Spark tutorial for curved floors/corridors (included in the map thread in the last section of the 1st post)
«1345
Sign In or Register to comment.