ns2_esoteric

alibialibi Join Date: 2009-11-20 Member: 69445Posts: 170Members
edited July 2012 in Mapping
Hey guys.
I am finally feeling confident enough to announce and commit to completion my map project.



ns2_esoteric - underground waste disposal facility.



Setting/Backstory: (could change in future)
Built many fathom below the surface, Esoteric facility is seen as the solution to the ever-growing waste problems of the consumerist human species. Debris sent down from the surface is thrown into deep chasms, burning up in the heat below. The heat and chemical energy released is then harvested for other uses. Unforseen events unfold when new mining exposes the facility to Khaara infestation.



Layout:
I have designed my own layout of 5 Tech Points and 7 Resource Points.
There is a double resource room in the center connected directly to other resource only by secondary routes. In late game it may be 'easy' to hold 3 tech points but difficult to hold enough resource to sustain production. It will be near impossible to avoid at least denying opposition hold of the double RP.

image



Style:
I'm going for a clean, grungy look with warm yet dark and atmospheric lighting. Brighter lights highlight exits and key things like the location of Points. It should be easy to locate the 'exit' toward another area so players don't get lost.
Also, the plan is for more exposed rocks to be nearer to Alien spawn.

I have built and designed around 4 rooms but I have and will be carefully rebuilding them to better scale and giving them a quick polish to a professional finish I'm happy to share.
So for now, just one room to show.



Marine Spawn - 'dispatch'
presumably where workers would 'login' and suit up for the day's work.


overlooking the Tech Point and floorspace:

image




a view from the resource point showing the locker room (access to Resource 1):

image




corridor out toward Tech 2:

image




spawn Resource Point:

image




Please, any input greatly appreciated!
wish me luck haha.


edit: oops, messed up the thread description.. if someone could delete it >.<

Removed thread description.
-Angelusz
Post edited by Unknown User on
«134

Comments

  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Posts: 3,521Members
    looks nice so far :)
    Want to make an NS2 map but short on time? Join the NS2 Community Map Project
    thou shall slide!
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Posts: 6,132Members, Constellation
    Very pretty, really enjoying the light work too.
    blah blah blah
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    Looks great, and I love the 3rd shot.
    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
    Yeah looks realy nice.. but i would change 1 thing.

    The rails around the techpoint. It will make it impossible 4 onos to reach the cc
  • alibialibi Join Date: 2009-11-20 Member: 69445Posts: 170Members
    thx for the kind comments lads.
    Been fairly busy lately but whipped this super WIP today just to keep my creative mind going.

    It's just a 'wing' of a much larger room.. may as well post it up! Big plans for the rest of it! can't wait.

    image


    ps. someone delete my thread description please hehe.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    Looks great!

    A few parts look pitch black though, maybe increase the range of that omni?
    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: 11,450Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    corridor out toward Tech 2:

    Nice ambush spot for skulkies!

    Forum Admin "guardian of the magic cookiejar" Admin/Moderator I mostly use a flamethrower tank for disputes... Mostly

    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?

  • alibialibi Join Date: 2009-11-20 Member: 69445Posts: 170Members
    image

    yes/no/maybe?

    too bad it'll do for now :P
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    Maybe :p

    Looks nice, but imho the ceiling is a bit too bright or needs a light to distract from it.

    Is the bridge onos proof?
    I would extrude both sides of the bridge where the doors are so aliens have some space to hide on the bridge.
    This would also make the room a little less square, at least from that POV.
    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)
  • alibialibi Join Date: 2009-11-20 Member: 69445Posts: 170Members
    Onos can fit under no dramas.. and the doors are 'closed' for now but they'll be marine access eventually. Good idea to bring them out a bit i'll see what I can do.
    again its a small part of a much larger room so feeling a bit squareish right now. (also there are fancy angles up the back you just can't see from that POV).
    thx for the lighting tips tho will do that.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Posts: 361Members
    A little too strong on the floor, but I love it :D
    QUOTE (alibi @ Aug 17 2010, 06:17 AM) »
    image

    yes/no/maybe?

    too bad it'll do for now :P
    http://concretenmetal.blogspot.com/
    "I think my alcohol stream is getting some blood in it"
  • alibialibi Join Date: 2009-11-20 Member: 69445Posts: 170Members
    edited September 2010
    some adjustments as suggested!

    image
    Post edited by Unknown User on
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Posts: 361Members
    Sexy :]
    http://concretenmetal.blogspot.com/
    "I think my alcohol stream is getting some blood in it"
  • alibialibi Join Date: 2009-11-20 Member: 69445Posts: 170Members
    Nearly finished this room thank god! been a bit of a headache.. but I'm wrapped with the result.
    This is tech point 5 which now has a res node to make it more 'attractive' for the capture.

    image

    image

    I'll get some more screens up once I've done the adjoining corridors.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Posts: 361Members
    Again with the super bright lighting on the floor? I shall keel you :P Jk... It looks as if you put all of your effort and time into this. I can genuinely and sincerely say that this is going to be kick ass community map.
    http://concretenmetal.blogspot.com/
    "I think my alcohol stream is getting some blood in it"
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    Looks great.
    Really like the 2nd picture with all those differently rotated pillars, crossbeams, etc.

    First picture looks nice aswell, but I don't like that strong blue and red together (big7, crates, barrels, but especially that little, blue barrel in the front).
    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)
  • alibialibi Join Date: 2009-11-20 Member: 69445Posts: 170Members
    edited September 2010
    thx for the kind comments and criticism.

    haha, the floor isn't _that_ bright! It definately needs some tweaking tho, the brightest lights should be at the res and tech nodes and will be at the doors (they're closed atm). But! I can bring some more contrast into the floor for you uncleray. There are some ambient lights there that don't need to be.

    Kind of agree on the blue barrel thing Psykoman, I just slap down any unscaled props quickly to help judge the overall scale of each section. Most are in stupid places that'll change later anyway. A little colour never hurt either way.
    Post edited by Unknown User on
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444Posts: 1,621Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts admin
    Alibi this map looks awesome! I really like the original shape of the rooms (TP 5!), and the care you've put into detailing them.

    I'd love to feature it on my NS2HD channel (See sig) in some way - I want to get into promoting community maps. PM me if you are interested at all!
    The fastest way to contact me is via @hugh_jeremy on Twitter! Add me on Steam: Strayan. I do not check forum PMs.
    Keep up to date on what is going on with: Unknown Worlds | Natural Selection 2 | Subnautica
    Chat with the UWE team: Charlie | Max | Brian 1 | Cory | Brian A | Dushan | Lukas | Steve
  • alibialibi Join Date: 2009-11-20 Member: 69445Posts: 170Members
    ^ good idea with your channel man, I'll let you know have at it once I got a couple more rooms done.

    here's another pic I forgot to post before.

    image
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444Posts: 1,621Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts admin
    Cool, whenever you're ready :)
    The fastest way to contact me is via @hugh_jeremy on Twitter! Add me on Steam: Strayan. I do not check forum PMs.
    Keep up to date on what is going on with: Unknown Worlds | Natural Selection 2 | Subnautica
    Chat with the UWE team: Charlie | Max | Brian 1 | Cory | Brian A | Dushan | Lukas | Steve
  • endlesschangeendlesschange Join Date: 2011-06-22 Member: 105800Posts: 37Members
    any news on this map?
  • HadesDKHadesDK Join Date: 2008-07-31 Member: 64739Posts: 57Members
    QUOTE (endlesschange @ Jun 25 2011, 01:23 PM) »
    any news on this map?


    +1
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Posts: 2,426Members
    Looks very professional.
  • alibialibi Join Date: 2009-11-20 Member: 69445Posts: 170Members
    edited January 2012
    Whoa, where has time gone?!

    Happy 2012 everyone!
    I stopped working on this but with new years also come resolutions! Getting back into mapping and 3d work again. I used to work industry a few years ago but since economic downturn I focused on other things for a bit. I will be treating this as folio piece as I try to find work again.

    I've changed up a little on the back-story. Instead of a waste disposal facility, Esoteric is now a secret underground 'nuke' missile silo built by the government to attack the Khaara planets. The rockets are loaded with radioactive material here and launched.
    Kind of a generic idea but rockets are cool and this way I can fire up 3dsmax and build some custom assets including rockets, warheads, some cool radioactive canisters, things like that. Should be fun!

    Anyway over the last few days I've been getting used to the editor again and doing a quick once over the existing rooms before building the new ones.

    Here is progress of 5th tech/res point.
    Yes, that is a diagonal elevator! well, the shaft anyway!

    image

    image



    Let's do this.
    Post edited by Unknown User on
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Posts: 928Members, Squad Five Blue
    edited January 2012
    I like your geometry, but I think your lighting is letting you down. White light is usually a no go, or to be used very sparingly. In fairness I think you're doing remarkably well even with the abundance of white light, and in fact a bit because of it, but I just generally think its not flattering.
    Post edited by Unknown User on
  • alibialibi Join Date: 2009-11-20 Member: 69445Posts: 170Members
    I know what your saying but I disagree.
    NS2 environments should be futuristic, artificial environments.. IMO white lights are both.
    Indeed colored lights add atmosphere.. but good, unique geometry speaks much more than over saturated lights.
    Sure, each room and secondary, corridors, shafts etc will throw a different hue.. but white lights will bring cohesion and identify main play space across all rooms.
    Each to his own!
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    Imho the problem is not necessarily the white light, but the yellow textures.
    You could go for some nice white/black theme with red lights to spice things up and get rid of all the yellow/orange.
    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)
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Posts: 304Members, Squad Five Blue
    Your map is starting to look really good, I like the shape of the rooms. If I was lighting that room in that last pic, I would lower the brightness of the centre light, maybe give it a slight blue tinge, let the edges do the lighting for a more dramatic effect.
    NS2_Kleos
    Subscribe now on NS2 Steam Workshop!
    image
    Kleos (Greek: κλέος) is the Greek word often translated to "renown", or "glory".
  • JitterzJitterz Join Date: 2011-12-22 Member: 138845Posts: 24Members
    I don't know. The white lights look fine. It makes you feel safe. Once the power goes out it will be a lot more dramatic.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Posts: 928Members, Squad Five Blue
    edited January 2012
    I think I've found the issue: it's okay to use that white, but the blue and the red clash in juxtaposition to the white. Either way I can tell that we're dealing with somebody with an advanced understanding of geometry and texturing, and the composition of those shots is nice. What you might want to do is settle into 3 colors per scene: white, (either red or blue), and a color that compliments your second choice.

    Either way, revisiting those shots, they seem strong.
    Post edited by Unknown User on
«134
Sign In or Register to comment.