ns2_yttrium

Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT DeputyThe Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,519Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
edited December 2011 in Mapping
QUOTE
Progress indicator: 20%
This post will keep updating during progress...

QUOTE

Current version: Not yet available...

Small development story:
I've started work on the Marine Start and it was supposed to be heavily inspired by the sci-fy series Firefly Serenity. It still features the central catwalks and stairs alongside a few elevations on the sides. However, because the Firefly is kind of a small ship, I am going off in a different direction now, it still will have the same style as the Marine Start.


Layout
The layout is based on a centralized battle area and will be quite symmetrical in the approach to these areas. Of course I will try and get that ship layout in there as well, but I won't let it influence the layout too much like I did on Achio. The layout below shows 8 RT's, 5 Techpoints. The reddish colored parts are not yet final , they serve as a layout guide

image


What's in a name:
Why the name Yttrium? Well I was looking at the central reactor I was working on and the pipes in this area kind of looked like a Y at the north end and a U at the south end. So I had a look at the periodic table and here it is (Y: Yttrium, U: Uranium). Yttrium is an alloy which can be used to stabilize Uranium and run at much lower temperatures, heck with an explanation like that it just has to fit!


Media:

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Comments

  • Commie SpyCommie Spy Join Date: 2009-07-02 Member: 68008Posts: 92Members
    great start.

    I personally hate when the battles always take place in the same room round after round. that was one of the biggest gripes I had with some popular NS1 maps. But it's NS2 and not NS1, so you do you. Just make it work!
    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.
  • Donner & BlitzenDonner & Blitzen Join Date: 2010-03-08 Member: 70879Posts: 182Members
    edited December 2010
    It doesn't really look like the inside of a spacecraft. Spacecraft shouldn't have huge open volumes and sprawling corridors. It should be compact and efficient, and any large open areas should have very visible structural members that imply the shape of the ship.
    Post edited by Unknown User on
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Posts: 3,854Members
    You realise nobody except french people will be able to pronounce yttrium?
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Posts: 2,426Members
    What does it mean? Atrium?

    I don't know how to judge it at this point, I'm just looking forward to ANY map that isn't rockfall.
  • Donner & BlitzenDonner & Blitzen Join Date: 2010-03-08 Member: 70879Posts: 182Members
    QUOTE (Chris0132 @ Dec 2 2010, 06:43 AM) »
    You realise nobody except french people will be able to pronounce yttrium?


    http://en.wikipedia.org/wiki/Yttrium
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Posts: 6,132Members, Constellation
    edited December 2010
    QUOTE (peregrinus @ Dec 2 2010, 11:12 AM) »
    What does it mean? Atrium?

    I don't know how to judge it at this point, I'm just looking forward to ANY map that isn't rockfall.


    There's quite a few out there, I refused to use the rocks under the premise everyone is.

    It's look solid, although it's so bland. I feel with NS if you've got an empty ceiling it needs to distract away from it, so it needs to be dark or cluttered/smartened up if it's being kept as a highlight.

    Honestly, I quite like how the ceilings in Rockdown are almost like a new area in their own. Run around in them and you'll see what I mean, so much effort in to an area no bugger goes!

    EDIT: Not 100% but it looks like the ONOS can't access that resource point as it's going to be too wide for the rails. Which is a potential gameplay problem.
    Post edited by Unknown User on
    blah blah blah
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,519Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    edited December 2010
    QUOTE (Chris0132 @ Dec 2 2010, 10:43 AM) »
    You realise nobody except french people will be able to pronounce yttrium?

    Indeed :P

    QUOTE (Donner & Blitzen @ Dec 2 2010, 10:19 AM) »
    It doesn't really look like the inside of a spacecraft. Spacecraft shouldn't have huge open volumes and sprawling corridors. It should be compact and efficient, and any large open areas should have very visible structural members that imply the shape of the ship.

    Yeah, but tell that to the Onos and the Heavy! Besides this Marinestart is a cargo bay so it should be roomy






    I'm not sure but the screenshots don't do it justice, when in motion ingame it looks way more awesome... I didn't have this problem with NS1, there the screenshots almost out-shined the ingame shizzle... Must be that dynamic lighting, which likes to be dynamic or something. I might do a small flytrough or something, I guess.

    About the Onos, the current "invisible Onos" can move trough those areas pretty easily and can also reach the resnode. I just has trouble with height, not width on those catwalk areas. Not sure if it is representable for the visible Onos though
    Post edited by Unknown User on

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  • TigTig Join Date: 2010-05-08 Member: 71674Posts: 977Members, Reinforced - Shadow, WC 2013 - Silver
    edited December 2010
    QUOTE (Thaldarin @ Dec 2 2010, 10:26 AM) »
    There's quite a few out there, I refused to use the rocks under the premise everyone is.

    It's look solid, although it's so bland. I feel with NS if you've got an empty ceiling it needs to distract away from it, so it needs to be dark or cluttered/smartened up if it's being kept as a highlight.

    Honestly, I quite like how the ceilings in Rockdown are almost like a new area in their own. Run around in them and you'll see what I mean, so much effort in to an area no bugger goes!

    EDIT: Not 100% but it looks like the ONOS can't access that resource point as it's going to be too wide for the rails. Which is a potential gameplay problem.


    onos model fits in those rails in editor, will it run through it with the animation? i don't know.

    edit: just checked, it works, onos fits fine up those railed stairs.
    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
    Looks like a good start.
    Some great ideas in these pictures.

    A few observations and suggestions though:
    1st pic:
    Imho the lower, left wall looks too repetitive.
    I would make parts of the ceiling darker or add a few small light props (they dont have to light anything).
    I think the stairs in the middle and the catwalk would look better with at least two pillars or something else that is supposed to give support and makes it look more solid.

    2nd pic looks like you use too few omnis with too large radius/brightness.
    The black pipes and the floor texture below look kinda weird. The bright omni isn't helping in that case :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)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,519Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    Yeah I'm not using omni's atm, they keep their color when the powernodes are destroyed. Still lots of lighting tweaking going on :P

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  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Posts: 3,854Members
    edited December 2010
    QUOTE (Donner & Blitzen @ Dec 2 2010, 01:52 PM) »


    Yes, but still the only other application of the spelling I know of is a place in france called Ypres.

    Hence, nobody except the french and possibly chemistry students will be able to pronounce it.

    Which is generally a problem because people won't be able to say 'let's play yttrium' and instead they'll have to say 'let's play that map with the name in an elder tongue of elemental darkness and despair'

    Which may negatively impact the map's popularity.
    Post edited by Unknown User on
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,519Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    QUOTE (Chris0132 @ Dec 4 2010, 08:02 PM) »
    Which may negatively impact the map's popularity.


    Or it will stick in their mind giving the opposite effect. The human mind is a weird thing to behold :P

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  • Donner & BlitzenDonner & Blitzen Join Date: 2010-03-08 Member: 70879Posts: 182Members
    QUOTE (Chris0132 @ Dec 4 2010, 04:02 PM) »
    Yes, but still the only other application of the spelling I know of is a place in france called Ypres.

    Hence, nobody except the french and possibly chemistry students will be able to pronounce it.

    Which is generally a problem because people won't be able to say 'let's play yttrium' and instead they'll have to say 'let's play that map with the name in an elder tongue of elemental darkness and despair'

    Which may negatively impact the map's popularity.


    I'm not French or a chemistry student. IT-TREE-UM. It's not hard. People aren't that stupid.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Posts: 3,854Members
    On another note I like the outline of the room, but I think it needs something in it. At the moment it looks kinda empty, stick something in the middle.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Posts: 566Members, Constellation
    Looking really nice to start and I love the layout you have planned. Something nice about that rotational symmetry. I would say your weakest feature is lights. It seems like the only colour of light you have is pure white. Try throwing some deep oranges or yellows around the edges of floors. And some red up in the ceilings to give the place some depth and texture. Also you might want to try having your 'white' lights as a pale blue. I remember doing that in NS 1 and it still works in NS 2. 255 255 255 just seems a little cold but when it's about 193 224 255 it just looks a lot nicer. Not as brash, unforgiving. It warms up a bit.
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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,519Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    edited December 2010
    Currently it is all white, with some red and orange tints on lights of that color. but I'm still adding clutter and stuff left behind by the people who once lived here. I'm still not done with the lighting, I get it in the general direction I want it to go. But compared to oldschool goldSRC it is somehow harder to get that nice atmospheric lighting using only dynamics D:


    It'll get there I hope :P


    I also am finished shaping up the reactor's general ehm... shape... The central two rooms, but still have to light and dress it up so to speak :P
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  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Posts: 566Members, Constellation
    QUOTE
    But compared to oldschool goldSRC it is somehow harder to get that nice atmospheric lighting using only dynamics D:


    Totally agree! It's weird how valuable bounce lighting must have been. I always used to make stuff with text lights embedded into walls and stuff. Recessed lighting doesn't really work now.
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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,519Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    QUOTE (chubbysteve @ Dec 6 2010, 01:31 PM) »
    Totally agree! It's weird how valuable bounce lighting must have been. I always used to make stuff with text lights embedded into walls and stuff. Recessed lighting doesn't really work now.

    Yeah the feeling I'm getting is that we have to overcompensate bouncing with brightness or range, which in the end makes it look weird :P

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  • Donner & BlitzenDonner & Blitzen Join Date: 2010-03-08 Member: 70879Posts: 182Members
    QUOTE (Kouji_San @ Dec 2 2010, 11:58 AM) »
    Indeed :P


    Yeah, but tell that to the Onos and the Heavy!


    Be creative. Have open spaces formed by multiple hull breaches within the internal structure of the ship, for example. Hallways can still be big enough for Onoses without being "open".

    QUOTE
    Besides this Marinestart is a cargo bay so it should be roomy



    Yeah, that makes sense.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,519Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    edited December 2010
    I finally figured out how to record NS2 on medium graphics and with shadows on, while having minimal FPS stutter. So I made this commentary/recording/over 15 minutes test, showcasing NS2 and the finished (not finalized) sections of my map

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  • doomed.marinedoomed.marine Join Date: 2007-09-07 Member: 62196Posts: 16Members, Reinforced - Shadow
    well done kouji!
    this actually gives newcomers and guys interested in ns2 a very detailed introduction into the game.
    and btw i like your mapdesign ;) hope to see it finished and polished up one day...
  • _Thresh__Thresh_ Join Date: 2008-01-11 Member: 63385Posts: 380Members
    map looks good, marine start particularly
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,519Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    Ms has received the most polish, but still needs some lighting tweaks. Omni's instead of lights, but I don't want to do that as of yet, because omni's ignore the powergrid going down. They keep their original color instead of turning dark red.

    Meh, maybe I'll do some more (insight/game play info) video's heck perhaps even on servers with players for some gameplay (If my computer can handle it!)

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  • _Thresh__Thresh_ Join Date: 2008-01-11 Member: 63385Posts: 380Members
    edited December 2010
    let me know if you need a play tester...
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  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Posts: 3,854Members
    QUOTE (Kouji_San @ Dec 6 2010, 04:53 PM) »
    Yeah the feeling I'm getting is that we have to overcompensate bouncing with brightness or range, which in the end makes it look weird :P


    You can use more than one light, if you want to, stick a dim light at the impact point of the spot.

    I usually use a couple of lights, at least one to make the area around the prop brighter, possibly another if I need it.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,519Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod

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  • 777777 Join Date: 2011-07-23 Member: 111921Posts: 6Members, Reinforced - Gold
    QUOTE (Kouji_San @ Sep 5 2011, 06:41 AM) »


    love the marine start.
    hope you finish the map!
  • Trainee.gerTrainee.ger Join Date: 2011-05-22 Member: 100097Posts: 188Members
    i like :)

    neat idea with the fences moving down
  • Dragon-GuardDragon-Guard Join Date: 2011-07-25 Member: 112159Posts: 132Members
    Looks nice so far, a big improvement over what it was before :)

    just wondering though, for marine start, isnt 3 doors + a vent a bit to good for the aliens?

    I do like the small hideout aliens have up in the crane. would actually be awesome to flush out some skulks with a nade or 2.
    Can you imagine :D shooting a nade up there just to be sure and fragging the entire alien team :p
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,519Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    That was indeed the reason for the crane upsizing, nade vs army of aliens! There are two doors that are lockable, not sure if I'll keep both of them though... The main exit will stay, but those doors can be taken out of the picture at any time!


    We shall see, whenever I get this thing done, I restarted about 4 times now :P

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