NS_Unknown
<img src="http://www.masterworks.com.au/images/unknown-forum-header-1.jpg" border="0" class="linked-image" />
(Working Title)
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Authors:</b><!--colorc--></span><!--/colorc-->
Fahran
Torana
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Backstory:</b><!--colorc--></span><!--/colorc-->
<i>[To be Completed]</i>
- Marine transport ship [insert name] life support system failure forces crew to dock with abandoned asteroid mining facility.
Faces get munched.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Features:</b><!--colorc--></span><!--/colorc-->
- Mirrored Design.
- 6 Tech + 8 Resource Nodes.
- 14 Themed Sections (7 Marine 7 Alien) color stylized red-dark (Alien) and blue-light (Marine).
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-map.jpg" border="0" class="linked-image" />
<a href="http://www.masterworks.com.au/images/ns_unknown-v6-map-large.jpg" target="_blank">[ + ]</a>
<!--coloro:orange--><span style="color:orange"><!--/coloro--><b>Layout & Status:</b><!--colorc--></span><!--/colorc-->
<b>M1 - Marine Spawn</b> - Tech Node - Resource Hub <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->(Layout Complete | Pass 3 - Fahran)<!--colorc--></span><!--/colorc-->
M2 - Tech Node <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->(Layout Complete | Pass 2 - Fahran)<!--colorc--></span><!--/colorc-->
M3 - Resource Hub
M4 - Resource Hub
M5 - Resource Hub
M6 - Resource Hub <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->(Layout Complete | Pass 2 - Fahran)<!--colorc--></span><!--/colorc-->
M7 - Tech Node
<b>A1 - Alien Spawn</b> - Tech Node - Resource Hub <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->(Layout Development | Pass 1 - Torana)<!--colorc--></span><!--/colorc-->
A2 - Tech Node
A3 - Resource Hub
A4 - Resource Hub
A5 - Resource Hub
A6 - Resource Hub
A7 - Tech Node
Sample resource node development and lighting tests.
<img src="http://www.masterworks.com.au/images/ns_unknown-v2-proof-6.jpg" border="0" class="linked-image" />
1) Rough map layout showing node placement for marines/aliens
2) Medium room + small walkway first pass.
3) Medium room + small walkway second pass.
4) Second pass end perspective.
5) Experimental lighting wall.
6a) Third pass Marine resource node.
6b) Third pass Alien resource node.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>M1 - Dev 1</b><!--colorc--></span><!--/colorc-->
Proof of concept for Marine spawn, featuring tech node + resource hub - detail pass 1.
<img src="http://www.masterworks.com.au/images/ns_unknown-v2-proof-7.jpg" border="0" class="linked-image" />
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-1s.jpg" border="0" class="linked-image" />
<a href="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-1.jpg" target="_blank">[ + ]</a>
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>M1 - Dev 2</b><!--colorc--></span><!--/colorc-->
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-new-1.jpg" border="0" class="linked-image" />
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-top.jpg" border="0" class="linked-image" />
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-new-2.jpg" border="0" class="linked-image" />
<b>Updates to come:</b>
1) Ramp leading out from ship loading bay, entrance to level with ship flood lights highlighting rock/structure.
2) Props pass 2 (Add additional items)
3) Lighting pass 2 (Add additional lights + tweak existing)
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>M1 - Dev 3 - Final Layout</b><!--colorc--></span><!--/colorc-->
Features Tech node + Resource Node
- Pass 1 Cargo hold + Docking clamp complete.
<b>Updates to come:</b>
- Props pass 2
- Texture work for flight deck + node sub rooms.
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-3.jpg" border="0" class="linked-image" />
(Working Title)
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Authors:</b><!--colorc--></span><!--/colorc-->
Fahran
Torana
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Backstory:</b><!--colorc--></span><!--/colorc-->
<i>[To be Completed]</i>
- Marine transport ship [insert name] life support system failure forces crew to dock with abandoned asteroid mining facility.
Faces get munched.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Features:</b><!--colorc--></span><!--/colorc-->
- Mirrored Design.
- 6 Tech + 8 Resource Nodes.
- 14 Themed Sections (7 Marine 7 Alien) color stylized red-dark (Alien) and blue-light (Marine).
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-map.jpg" border="0" class="linked-image" />
<a href="http://www.masterworks.com.au/images/ns_unknown-v6-map-large.jpg" target="_blank">[ + ]</a>
<!--coloro:orange--><span style="color:orange"><!--/coloro--><b>Layout & Status:</b><!--colorc--></span><!--/colorc-->
<b>M1 - Marine Spawn</b> - Tech Node - Resource Hub <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->(Layout Complete | Pass 3 - Fahran)<!--colorc--></span><!--/colorc-->
M2 - Tech Node <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->(Layout Complete | Pass 2 - Fahran)<!--colorc--></span><!--/colorc-->
M3 - Resource Hub
M4 - Resource Hub
M5 - Resource Hub
M6 - Resource Hub <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->(Layout Complete | Pass 2 - Fahran)<!--colorc--></span><!--/colorc-->
M7 - Tech Node
<b>A1 - Alien Spawn</b> - Tech Node - Resource Hub <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->(Layout Development | Pass 1 - Torana)<!--colorc--></span><!--/colorc-->
A2 - Tech Node
A3 - Resource Hub
A4 - Resource Hub
A5 - Resource Hub
A6 - Resource Hub
A7 - Tech Node
Sample resource node development and lighting tests.
<img src="http://www.masterworks.com.au/images/ns_unknown-v2-proof-6.jpg" border="0" class="linked-image" />
1) Rough map layout showing node placement for marines/aliens
2) Medium room + small walkway first pass.
3) Medium room + small walkway second pass.
4) Second pass end perspective.
5) Experimental lighting wall.
6a) Third pass Marine resource node.
6b) Third pass Alien resource node.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>M1 - Dev 1</b><!--colorc--></span><!--/colorc-->
Proof of concept for Marine spawn, featuring tech node + resource hub - detail pass 1.
<img src="http://www.masterworks.com.au/images/ns_unknown-v2-proof-7.jpg" border="0" class="linked-image" />
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-1s.jpg" border="0" class="linked-image" />
<a href="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-1.jpg" target="_blank">[ + ]</a>
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>M1 - Dev 2</b><!--colorc--></span><!--/colorc-->
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-new-1.jpg" border="0" class="linked-image" />
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-top.jpg" border="0" class="linked-image" />
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-new-2.jpg" border="0" class="linked-image" />
<b>Updates to come:</b>
1) Ramp leading out from ship loading bay, entrance to level with ship flood lights highlighting rock/structure.
2) Props pass 2 (Add additional items)
3) Lighting pass 2 (Add additional lights + tweak existing)
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>M1 - Dev 3 - Final Layout</b><!--colorc--></span><!--/colorc-->
Features Tech node + Resource Node
- Pass 1 Cargo hold + Docking clamp complete.
<b>Updates to come:</b>
- Props pass 2
- Texture work for flight deck + node sub rooms.
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-3.jpg" border="0" class="linked-image" />
Comments
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>M6 - Dev 1</b><!--colorc--></span><!--/colorc-->
<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" />
I especially enjoyed the "bridge" with the intense lightning and your M6 - Dev 1 room, but I'm not sure if any of your ceiling probs might block the commander view (I don't really know how it works in NS2 ... but I thought it couldn't hurt to mention it)
I posted that on the "Post your screenshot" thread, but I'll say it again here, the marine start with their multiple chambers look really cool, but it might be really annoying to have some life forms hiding in there, I personally think the marine start shouldn't be that vulnerable, but I might be wrong.
Keep up the good work.
The multiple spawn locations was an interesting gimmick, but I thought after the initial spawn and team shift to Tech-1 this would be wasted space. M1Dev3 layout places more focus around the Marine ship loading dock and I think will prove to be a better space to fight in/around.
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m2-dev-2.jpg" border="0" class="linked-image" />
Some basic character size tests:
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m2-dev-3a.jpg" border="0" class="linked-image" />
Still needs a fair amount of work but the basics are there.
We've already discussed it, and that's the plan. No use throwing away good work =D
I'm very much interested in how a map feels and flows as opposed to looking good, and as such I'm constantly talking with Fahran about how we'd see the map being played -- and making changes where we feel things wouldn't be good from a game play point of view. However, without a full play test we can only really theorise on what/when/how.
Screenshots really don't do some of Fahran's rooms justice, no matter how good he claims to be at setting them up! M6-Dev 1 is a great example, the room feels incredible when you walk through it -- even from the Marine point of view.
We've discussed at length just how good the Spark Editor is, and how easy it is to create great looking environments. So, for us, it's not whether or not we can make a great looking map, but can we make it look great while having excellent balanced game play -- only time will tell! =D
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m2-dev-3.jpg" border="0" class="linked-image" />
I guess that techpoint is a ###### regarding gameplay and collision of the surroundings though.
It's worth noting that the version you see above is the neutral version, before it has been themed either Marine or Alien.
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m2-dev-5.jpg" border="0" class="linked-image" />
I'm still not happy with the entrance lighting and it needs a few additional props to break up the floor + provide cover but I'm happy with the space now and hopefully it's a fun environment to fight over.
You just need a resource Nozzel in there some where, Every Tech point needs to be paired up with a Res Nozzel. Maybe in the 3rd shot you can slip it at the end of that corridoor, looks like its just about tall enought.
*Nearly forgot, I have no idea if a seige connon is able to drive round narrow catwalks turn and go down a set of steps, you might have to make sure that there is at least or atleast your only way in and out uses the new catwalk stairs that are two platforms wide just to be sure..
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m2-dev-5a.jpg" border="0" class="linked-image" />
Might be a bit tight, I think I will open that space out at the end make a side room for the resource point. Speaking of which can you give me the run down on why every tech point should have an attached resource point? The current layout has them paired only for the starts M1/A1 every other point is isolated, see the map @ the top of this thread for reference.
Its funny to think this room started out as:
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-m2-m6-2.jpg" border="0" class="linked-image" />
Really happy with how it's looking now, might try to pull that Tech rooms key themes into the surrounding corridors next. The following images show the three hubs taking shape now, each one a unique environment but featuring common elements such as the vertical lights and beams, I really want each of the 14 areas to feel unique, stylised and iconic.
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-m2-m6.jpg" border="0" class="linked-image" />
This is news to me also. I'm guessing Barlow is talking about the powergrid system needing a Res node to power the structures which are put near the Tech node. I figure as long as there is a nearby adjacent Res node room then it can be linked to the Tech node for the powergrid.
But, you said something about gameplay not being decided yet? However, a few things that are kinda general mapping rules of thumb when keeping multiplayer in mind.
Maps should never have Dead ends, like the last shot (second) for instance, if a marine or alien goes into that hallway, there is no way out. Now I'm not saying, all hallways should be ongoing, but some coves or short hallways (RT spots) could indeed do with a crawlspace out of that area (or a vent)
Another thing is the maneuvering space. Sure the Onos has to fit in hallways, but also keep in mind that there has to be room on most of the map to strafe/bunnyhop/circle strafe in hallways. If you make hallways just large enough for the Onos to walk in a relative straight line, it is simply going to be bulletbait... Same goes for the Fade/blinking and the Lerk flying. Heck even the smaller Gorge and Skulk will have trouble in narrow hallways.
Just a few heads-up, you've got the look and NS feel down (I'm inclined to say inspired by kawak's unfinished level <a href="http://www.unknownworlds.com/forums/index.php?showtopic=85128" target="_blank">ns_leïa</a>). But enlarging the hallways (oi that sounds wrong :P) is your best bet. Kuddos on the larger rooms you've been working on though! Keep it up and you've got yourself a gem of a map!
Also I am un sure if we have the option to choose where either team starts, I am sure they said that starting locations for both teams would be random this time?
The game always spawns the teams in with a hive/comm station and one res node (spawns one at nearest point to the choosen starting tech point.)
I am unsure of the actual true nature of the team restriction options on the tech points, I get a feeling that they aint what we assume them to be (fixed starting location selection)??
Ok, thats how I thought it was. So in that case Fahran doesn't need a Res node in the M2 room.
<!--quoteo(post=1771549:date=May 18 2010, 06:03 AM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ May 18 2010, 06:03 AM) <a href="index.php?act=findpost&pid=1771549"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also I am un sure if we have the option to choose where either team starts, I am sure they said that starting locations for both teams would be random this time?
The game always spawns the teams in with a hive/comm station and one res node (spawns one at nearest point to the choosen starting tech point.)
I am unsure of the actual true nature of the team restriction options on the tech points, I get a feeling that they aint what we assume them to be (fixed starting location selection)??<!--QuoteEnd--></div><!--QuoteEEnd-->
They had talked about a random start location but I don't think we can count on it for the release, same could be true with the powergrid, unsure.
so, where are those mappers? motivation low? lets motivate them!
*motivatesthemapperswithalittledancewhilesingingsongsabouttheirgloriouswork*
'nuff said.