Squart and Trainee cooperations present: NS2_RiggingStory:
The TSA runs a couple of rigging factories due to the massive amount of needed warfare supplies to encounter the Kharaa.
Our hard working engineers and scientists assure the success in our long fought battle. Heroes of an thankless duty.
its crucial to keep them running, so these facilities are well hidden. Nevertheless we lost contact to our biggest facility.
Soldier! it is on to you, to secure that armory, it is on to you to save our employees and crush the Kharaa once more !Here is a quick download file of our ready room our pcs cant take a video of it so here we go : http://www.mediafire.com/?146pcy2g4ge7bbThoughts:for everyone thats interested ;)Squart
"NS2_Rigging is an Armory on a moon far off in the Galaxy of Natural Selection. The armory is producing war machine in all aspects, it is mining, melting, producing, store and transporting weapons and buildings as well as vehicles like tanks. So I wanted to try to bring a lot of different impressions in the map setting. One thing I want to have is that everyone is going to understand the map and find his way through it easily, so every room is going to be uniqe and easy to remember, a big thing in that is that every room will have one thing that sticks out to everyone, e.g.: The Generator room wich is just a floor actually :)
. I want to have the player find himself in an enviroment that is realistic, so I want to set up the Way of energie, cables, pipes and vents in a way that its traceable/comprehensible e.g.: the supply unit is going to be a room where Oxygen and water is going to be produced and sent to where its needed. I also want to create new enviroments wich are impressive to look at, where are things to discover and nice too look at but are not necessarily something that you can walk/play on, e.g.: the Tram.
Some things I need to look at if its even possible but after I found out how I would like to have a lot of things move like in Doom 3 where a lot of big machines are still working even though no one is there, so that you can see as much as possible (and we are able to map) of the process everything produced in the armory is going through, in combination with that I would like to have those things working when this station is owend by the Marines and to be broken and not working in the background when the Aliens are owning that point of the map.
One more thing I try to keep in mind as i map is to follow the systeme of unkown worlds that everything is flexible, like the switch ax.
The map will have some open places so flying units can show off :)
, and a lot of spaces to hide for Lerks and cover for Marines.
Different and a lot of lightning with shadowed areas is going to force marines to use flashlights more often plus it will give the special feeling to every room.
I Still need to find out how to create smoke, lightning etc. for the finishing of the map.
With the Time we will create our own and uniqe props as well, but its going to my first time ever creating a prop or texture.
So this is my first try of an NS2_Map and I´m pretty new to mapping at all, but the Generator is my creation and I think its a good start for the map, we startet with the heart of the map and go from there.
The only thing I can add for now is: I LOVE THE NS2_Editor I´m addicted to it."Trainee:
"When i started the work on this map i already put like 50 hours in my first attempt ns2_lunacy and i was not convinced that we are going to finish this map at all, due to lack of spark mapping experience, a buggy editor, only a small artset of props and textures. In the beginning we had the idea to create a map together, we have met and discussed the story, the setting and the meaning of our map. first we had no original idea, nothing that isnt already worked on an at some point i got the idea, that we can make a map about the production scene of the TSA in its war against the Kharaa. I was wondering where all the things are produced which are kinda teleported by the commanders. they place a structure somewhere and you have to "build" it, but its kinda misleading to "build" a structure that has just been set and that within a few seconds build fully. i suggested a theme that explains the dimensions of the ns2 universe, that explains where all the needed war supplies are coming from. so we were discussing a facility which produces weapons, buildings and other supplies and teleport it to the needed locations. we also have a mining and melt area to get the needed ore/metal whatever. a laboratory to tweak our productions, in war you have to be up to date, or you get lost.
after we had a rough layout, an idea behind the rooms, behind the map, it was getting fun to work on. i hope that, end the end, our map looks whole, that all fits into our facility we imagined.
Squart and i have complete different art mapping styles, so our rooms look different. his rooms are more dirty and dark, mines are clean and bright
in some parts its an advantage, because some rooms have to be dark and dirty and some other need to be clean and bright
im an old worldcraft / hammer veteran, just as squart, but i always tried to minimize my r_speeds, but squart always wanted to maximize his artwork :D
he has an idea for a room and wants it to be build, he doesnt care much about fps :D
i hope with occlusion culling and some tweaking in our map and performance engine side we will have a playable map.
i am sure that we finish this map and i hope that its playable :)
"Layout:Our new Layout:Our old Layout: