Started development on M6 today, needs a bit more ground detail and a few lights adjusted but I'm happy with its direction so far. <img src="http://www.masterworks.com.au/images/ns_unknown-v6-m6-dev-1.jpg" border="0" class="linked-image" />
<b>Future updates:</b> - Rotate hanging wall grill to 60 degrees (currently 45) + add more cables. - Horizontal beams spanning roof, to be placed between existing vertical beams - Additional ground props. - Entrance + catwalk ground lights. - Atmospheric down lights to be added. - If possible ~ steam particle effects added to main horizontal pipe spraying onto catwalk.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>note:</b><!--colorc--></span><!--/colorc--> I will start a dedicated thread for this map mid week.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited May 2010
I like the prop usage, lighting and especially this greenish ambient light. The "facework" looks a little too bland imho, too many plain squares (ceiling, beams, pillars).
You should really make your own thread. I'm thinking about it and I have posted less than half the amount of your screenshots, yet :p
Thanks pSyk0, good call on the facework ~ I think I will raise the center of the roof, make it more vault shaped. I will collate all the images/info I have so far and make a dedicated thread this week (Video walkthrough to be included once 50% of the rough layout is complete)
Very very good, Some of your datials on the ceiling are going to block commander view but I am hopping my self that they allow you to scroll in underneath stuff or something. It dont look too cluttered up their. The commander needs to be able to place stuff on the ground or things he drops will end up on the stuff in the celing
Hehe, Health & Safty wants a word with you about your corridoor.
"It was not my fault the stupid Engineers lifted the floor sections in upside down, the floor for this level has become the cealing for the level below" :/
<img src="http://img191.imageshack.us/img191/3762/ns1i.jpg" border="0" class="linked-image" /> Style test, 4 hours or something altogether. Looks a bit doom 3-y
[edit]Another shot, changed the theme of it a bit. I like it better/[edit] <img src="http://img6.imageshack.us/img6/9740/ns3o.jpg" border="0" class="linked-image" /> <img src="http://img19.imageshack.us/img19/8928/ns2e.jpg" border="0" class="linked-image" />
<!--quoteo(post=1770332:date=May 8 2010, 06:28 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ May 8 2010, 06:28 PM) <a href="index.php?act=findpost&pid=1770332"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nice use of color and darkness there spacer... @ Thaldarin, I'd do some trim thing around those lights on the floor<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1768741:date=Apr 26 2010, 07:55 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Apr 26 2010, 07:55 AM) <a href="index.php?act=findpost&pid=1768741"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Node room (no techpoint), still lacking a few details, more rocks, a little purpose and of course the sky. It's supposed to be huge crevice; the floor is basicly a pit of doom.<!--QuoteEnd--></div><!--QuoteEEnd-->
Your map looks awesome and I look forward to playing it. Specifically, I like your use of the rock textures/models as you're able to map your map stand out from the others. Part of the reason why your map stands out is because it isn't covered in darkness, which is also great for gameplay, though there are just a few spots directly under a light spot that look overexposed / too bright. Great use of Spark, psyko.
Psykoman I really enjoyed your very bright hallway, I'm quite sure a bright map with nice style and ambush sites is way superior to a dark map.
Spacer your second Screenshot somehow reminds me of the start of the first mission in AvP II as Marine :), well done !
Fahran your map layout screens stunned me, but your screenshots are just plain awesome :) seems like your maps have a nice personal touch to them, I don't like the marine Start on your NS_Crush map, because it looks like it would be a real nightmare if some skulks hide in there after or during a base rush.
Keep up the good work all of you !
Edit: The name is Fahran -.- I'm too stupid to type ...
Those look nice Fahran, and quite cold! One observation, perhaps where the pipes wire and wires enter the floor should have a trimmed box or something, it just looks a little odd going straight into the floor / through the grate (like something I'd do and go, meh, close enough).
Thanks Delphic, yeah I will clean the wires up next detail pass I do. I'm contemplating adding a vent system from below the stairs through to the grated area around the tech hub but that will need play testing. Once the map gets closer to release and it's more feature complete I plan to hook that console up to the blast shutters so players can open/close the middle section allowing LoS down the entrance hallway.
Excellent room but your making things too small, there is too little floor space there for a tech point, The structures the commander needs to place are large. Its an excellent size for a res node point.
There is enough area in-front of that hive to place 3 more hives side by side. These larger than hive structures, any hard info on how large they are so I can leave enough room?
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
This one shows ya a few marine buildings, compared to the marines themselves <a href="http://www.youtube.com/watch?v=Cu23zfObtv4" target="_blank">http://www.youtube.com/watch?v=Cu23zfObtv4</a>
Size could be fine, don't spend too much effort on modifying all that already done work because we don't know about gameplay yet.. unless you have a lot of free time.
Comments
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m6-dev-1.jpg" border="0" class="linked-image" />
<b>Future updates:</b>
- Rotate hanging wall grill to 60 degrees (currently 45) + add more cables.
- Horizontal beams spanning roof, to be placed between existing vertical beams
- Additional ground props.
- Entrance + catwalk ground lights.
- Atmospheric down lights to be added.
- If possible ~ steam particle effects added to main horizontal pipe spraying onto catwalk.
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m6-dev-2a.jpg" border="0" class="linked-image" />
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>note:</b><!--colorc--></span><!--/colorc--> I will start a dedicated thread for this map mid week.
The "facework" looks a little too bland imho, too many plain squares (ceiling, beams, pillars).
You should really make your own thread.
I'm thinking about it and I have posted less than half the amount of your screenshots, yet :p
It dont look too cluttered up their. The commander needs to be able to place stuff on the ground or things he drops will end up on the stuff in the celing
i love the lighting and the layout
<a href="http://img684.imageshack.us/i/ns2skywalk1.png/" target="_blank"><img src="http://img684.imageshack.us/img684/7940/ns2skywalk1.png" border="0" class="linked-image" /></a>
"It was not my fault the stupid Engineers lifted the floor sections in upside down, the floor for this level has become the cealing for the level below" :/
But, yes you caught me. I didin't put a lot of time into this.
bang some glass over those girders on the walkway and you got some nice views of below as well.
Style test, 4 hours or something altogether.
Looks a bit doom 3-y
[edit]Another shot, changed the theme of it a bit. I like it better/[edit]
<img src="http://img6.imageshack.us/img6/9740/ns3o.jpg" border="0" class="linked-image" />
<img src="http://img19.imageshack.us/img19/8928/ns2e.jpg" border="0" class="linked-image" />
<img src="http://img88.imageshack.us/img88/218/othersidelevel82.jpg" border="0" class="linked-image" />
The yellow/orange lights on the door (last pic) look a little to intense to me, considering the short falloff.
Idd, maybe carve them into the walls as well?
It's supposed to be huge crevice; the floor is basicly a pit of doom.<!--QuoteEnd--></div><!--QuoteEEnd-->
Your map looks awesome and I look forward to playing it. Specifically, I like your use of the rock textures/models as you're able to map your map stand out from the others. Part of the reason why your map stands out is because it isn't covered in darkness, which is also great for gameplay, though there are just a few spots directly under a light spot that look overexposed / too bright. Great use of Spark, psyko.
Haven't touched the map much recently. Lighting is still an afterthought.
Spacer your second Screenshot somehow reminds me of the start of the first mission in AvP II as Marine :), well done !
Fahran your map layout screens stunned me, but your screenshots are just plain awesome :) seems like your maps have a nice personal touch to them, I don't like the marine Start on your NS_Crush map, because it looks like it would be a real nightmare if some skulks hide in there after or during a base rush.
Keep up the good work all of you !
Edit: The name is Fahran -.- I'm too stupid to type ...
<b>Map reference</b> <a href="http://www.masterworks.com.au/images/ns_unknown-v6-map.jpg" target="_blank">[ NS2_Unknown ]</a>
<b>Hubs under construction:</b> <a href="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-3.jpg" target="_blank">[M1]</a> <a href="http://www.masterworks.com.au/images/ns_unknown-v6-m6-dev-2a.jpg" target="_blank">[M6]</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=109609" target="_blank">[Dev Thread]</a>
<!--coloro:#48D1CC--><span style="color:#48D1CC"><!--/coloro--><b>M2 Dev 2:</b><!--colorc--></span><!--/colorc-->
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m2-dev-3.jpg" border="0" class="linked-image" />
Its an excellent size for a res node point.
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m2-dev-3a.jpg" border="0" class="linked-image" />
There is enough area in-front of that hive to place 3 more hives side by side. These larger than hive structures, any hard info on how large they are so I can leave enough room?