NS2_Prospector

TSSTSS Join Date: 2010-05-11 Member: 71716Members
<div class="IPBDescription">My first map</div>On a distant planet, the USS Prospector, Pride of the mining fleet is stocking up on ore when the Kharaa attack out of nowhere. In the ensueing battle, a single gorge managed to slip onboard before the ship took off. Building a hive in the back of the ship and calling in reinforcements, mid transit the Kharaa attempted to take over the ship. In the battle with the marines, a powercore blew up and explosions crippled the ship. Limping to a nearby planet, the civilian crew escaped in the escape pods, leaving the contingent of marines to defend whats left of the ship. Should they fail, it would open the door for the kharaa to infest yet another planet.

The Basic idea of this map is to create a relatively small and combat heavy map. It'll be the first level i'll ever finish, even though i've messed around in level editors before so go easy on me :p. The map is supposed to be pretty straight forward, with it beeing multi-level to set it apart from the other maps. I know this is pretty complex to go with for a first map, but i think i can make it work. below is the layout i had in mind. It might or might not be final, depending on ideas i might get later on, feedback, or stuff simply not working out. Resource points are my main concirn, but i'm pretty happy with this untill atleast alpha testing:

<img src="http://img229.imageshack.us/img229/7162/nsprospecterlayout.jpg" border="0" class="linked-image" />

It's more of a guideline then a rule (stairs for instance i'll make into ramps to be more onos friendly). Also the center room walkways look different simply because those rooms are big. I'm planning to use vents as the main balancing tool, so those can and will be moved around.

One thing the layout doesn't show (and won't become appearant untill later) is the further you get towards the alien spawn, the more "destroyed" the ship will be. Lights will go from flickering to hanging off the wall to beeing destroyed, and some portable lights taking over. Barrels and crates will be scattered through the halls more, steamvents and fires will get scattered and the cargo hold containers will be moved/knocked over. This will serve as the "land marks" NS2 is based upon and to give some variation throughout the ship.

On with the pictures! I'll give a short description of each one before the actual screenshot. One thing to note: I didn't start working with layers untill the cargohold, so the other material is in other files and gives problems copying. so if you see a checkered texture, That's an open spot into a hallway or room that i haven't built yet. Also the reason most of the shots are links is because there's an limit to how many images i can post :x.


<b><!--sizeo:2--><span style="font-size:10pt;line-height:100%"><!--/sizeo-->The Bridge (Marine spawn)<!--sizec--></span><!--/sizec--></b> Satus: waiting on rebuild.

The bridge is the first area i started with and somewhere along the way the textures got all messed up. It's scheduled for a complete overhault but the general geometry is going to be nigh the same, so i took some screenshots anyway.

<a href="http://img594.imageshack.us/img594/5416/bridge1.jpg" target="_blank">http://img594.imageshack.us/img594/5416/bridge1.jpg</a>

There's supposed to be a resource point under the crosshairs on this one, but the entity's get skipped, and i was too lazy to put in a view model, since the area gets rebuilt anyway. The vent uptop, i'm not 100% sure off. The idea was to hang something infront of it so it's only an entry point and not a spot to spam spores from, but i'm keeping this in reserve should the marines be too overpowered.

<a href="http://img704.imageshack.us/img704/4663/bridge2s.jpg" target="_blank">http://img704.imageshack.us/img704/4663/bridge2s.jpg</a>

Here's the techpoint (skipped entity again).

<a href="http://img227.imageshack.us/img227/7418/bridge3.jpg" target="_blank">http://img227.imageshack.us/img227/7418/bridge3.jpg</a>

The outside, and what's supposed to make this spawn a bit more glamerous. The grate is simply there because it's the biggest texture with alpha ingame at the moment, and it got messed up too, but it's supposed to be glass. The planet outside is a mystery to me as well. It's a scaled up model lit by one huge spot, but, as soon as i move it outside of the ship's omni lights, it becomes transparent. I've been messing with it and i can't get it right yet, i'll figure this out later when i feel like rebuilding the room.

<a href="http://img517.imageshack.us/img517/4762/bridge4.jpg" target="_blank">http://img517.imageshack.us/img517/4762/bridge4.jpg</a>

<b><!--sizeo:2--><span style="font-size:10pt;line-height:100%"><!--/sizeo-->Bridge corridors<!--sizec--></span><!--/sizec--></b> Satus: waiting on rebuild.

Onto the next area, the corridors between the armory/maintenance and the marine spawn. These are also going to be overhauled (the difference is the textures didn't get messed up here) But for these and the bridge i really want to wait for more props/textures. Considering the prospecter is a refinery ship with 2 refinaries and 3 cargo holds which will take up just about all textures from the current set, which leaves few for a nice spaceship corridor look. I know i could also get a bit more creative with the walls (pipes behind them and everything) But since these are the least destroyed corridors i wanted to keep it kind of neat. The first shot is to the left of the bridge:

<a href="http://img25.imageshack.us/img25/9642/bridgecor1.jpg" target="_blank">http://img25.imageshack.us/img25/9642/bridgecor1.jpg</a>

The next is around the corner of the same hallway, the checker is where it connects to the forward cargo hold with a weldable door (skipped entity ><). At the end it connects to the armory.

<a href="http://img197.imageshack.us/img197/3370/bridgecor2.jpg" target="_blank">http://img197.imageshack.us/img197/3370/bridgecor2.jpg</a>

This is the other hallway to the right. I'm more satisfied with this one then the other, but it still feels empty. needz moar props!

<a href="http://img411.imageshack.us/img411/2844/bridgecor3.jpg" target="_blank">http://img411.imageshack.us/img411/2844/bridgecor3.jpg</a>

Back of the hallway:

<a href="http://img704.imageshack.us/img704/7981/bridgecor4.jpg" target="_blank">http://img704.imageshack.us/img704/7981/bridgecor4.jpg</a>

This little room i'm happy with though i'll move the wall props back a bit making the room onos wide again. The intent is to have a small forgotten janitor's closet somewhere where a adventerous alien can take his chances and gestate into an onos close to the enemy, so he doesn't take damage along the way. Will definitly be in the final design:

<a href="http://img706.imageshack.us/img706/9640/bridgecor5.jpg" target="_blank">http://img706.imageshack.us/img706/9640/bridgecor5.jpg</a>

<b><!--sizeo:2--><span style="font-size:10pt;line-height:100%"><!--/sizeo-->Forward Cargo Hold<!--sizec--></span><!--/sizec--></b> Satus: Ready for alpha testing
The forward cargo hold is the one closest to the marines and the least affected by aliens This and the other 2 cargo holds is part of the defining nature of this map because of it' has 3 floors. The first shot is taken standing with your back to the previous shot of the maintenance room which connects to this room.

<a href="http://img69.imageshack.us/img69/3760/cargoholdfw1.jpg" target="_blank">http://img69.imageshack.us/img69/3760/cargoholdfw1.jpg</a>

This screenshot is taken from the same spot, looking out over the room rather then the side.

<a href="http://img267.imageshack.us/img267/3246/cargoholdfw2.jpg" target="_blank">http://img267.imageshack.us/img267/3246/cargoholdfw2.jpg</a>

This shot is taken in the corner from across the room, and shows off the crane better.

<a href="http://img580.imageshack.us/img580/541/cargoholdfw3.jpg" target="_blank">http://img580.imageshack.us/img580/541/cargoholdfw3.jpg</a>

This has been taken from the 3rd floor atop the walkways.

<a href="http://img718.imageshack.us/img718/3465/cargoholdfw4.jpg" target="_blank">http://img718.imageshack.us/img718/3465/cargoholdfw4.jpg</a>

Looking over the top of the walkways. It's a bit brighter then it appears due to the fan lights above, but this shot was taken from against the wall which is a bit darker.

<a href="http://img197.imageshack.us/img197/435/cargoholdfw5.jpg" target="_blank">http://img197.imageshack.us/img197/435/cargoholdfw5.jpg</a>

Looking down on the other side of the room, where the forward loading bay and the corridor leading to the other cargo hold connect. On the second floor the walkway connects to another walkway that crosses over the main corridor.

<a href="http://img535.imageshack.us/img535/3056/cargoholdfw6.jpg" target="_blank">http://img535.imageshack.us/img535/3056/cargoholdfw6.jpg</a>

This was taken back from the same spot as the first screenshot, only 1 floor lower.

<a href="http://img532.imageshack.us/img532/2421/cargoholdfw7.jpg" target="_blank">http://img532.imageshack.us/img532/2421/cargoholdfw7.jpg</a>

The only resource point in this room (yay for view models). For balance i might place it at the controle station above it, but i'll leave it here for testing:

<a href="http://img130.imageshack.us/img130/8704/cargoholdfw8.jpg" target="_blank">http://img130.imageshack.us/img130/8704/cargoholdfw8.jpg</a>

The next shot i just made out of interest, as shadows are a bit odd. This is the same door as the last 2 screenshots, only taken from closer. The shadows stop rendering after a distance, but that basically makes the door look alot brighter then it actually should be in the other shots, the difference is pretty brutal:

<a href="http://img571.imageshack.us/img571/1610/cargoholdfw9.jpg" target="_blank">http://img571.imageshack.us/img571/1610/cargoholdfw9.jpg</a>

Looking down the length of the room from the resource point:

<a href="http://img692.imageshack.us/img692/8869/cargoholdfw10.jpg" target="_blank">http://img692.imageshack.us/img692/8869/cargoholdfw10.jpg</a>

This was taken from beyond the first row of containers:

<a href="http://img686.imageshack.us/img686/6094/cargoholdfw11.jpg" target="_blank">http://img686.imageshack.us/img686/6094/cargoholdfw11.jpg</a>

The middle as seen from the other side of the room:

<a href="http://img202.imageshack.us/img202/4507/cargoholdfw12.jpg" target="_blank">http://img202.imageshack.us/img202/4507/cargoholdfw12.jpg</a>

And finally, the lower floor where it connects to the adjacent rooms.

<a href="http://img687.imageshack.us/img687/7272/cargoholdfw13.jpg" target="_blank">http://img687.imageshack.us/img687/7272/cargoholdfw13.jpg</a>



Additional Areas will get added when i finish them or when i judge them ready to be shown. The next area ill work on will most likely be the junction between the middle and forward cargo hold. I'm anxious to hear people's feedback, And i can alter most of the stuff i've built into the map so far so don't be afraid to tell me what can be improved ^^.

Comments

  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    I think, if you start putting as much work in your map as you put in your story, layout and presentation, you should be on a good way.
    There are tons of things to suggest, but I think most important is that there are way too many repetitive textures/props/shapes/light-patterns in almost every screenshot I watched.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    It looks overly complex with 'lower level' and vents the whole way through the level, I'd suggest removing a lot of the vent pathways and the entire 'lower level' to simplify the layout at a minimum.

    And as psyk0man said, just take some care, take your time, there's no rush and concentrate on each area aesthetically.
  • TSSTSS Join Date: 2010-05-11 Member: 71716Members
    that cargo room took me 3 weeks to build, including several breaks where i took 2 days off just to think about design and everything. I've though up countless tactics and counter tactics and adjusted the layout accordingly (if i'd put a version number on there, i'm around 5ish). So i have thought alot about it, but the problem is i've never finalized a map so i don't have alot of gameplay-mapping experience. So i thought i'd post it, see what you guys thought of it :P

    Concirning vents, i'm using those as balance. I've only got 1 vent in the map that i want to keep in (i forgot to make a screen of it, will be a suprise if it works :p) everything else can be torn out and put back in sorta speak. So untill i release a _final version, don't consider those static :p

    And textures, i'd love to use more but... there aren't any. I've already used half a refinery set while i've yet to make my 2 refineries :P And making textures i can't do, i'm a 3D kind of guy. So i'll have to wait on more. I'm basically planning on making an alpha version with all of the stuff i want in (sounds, particles etc) and testing the layout/gameplay of the map, adjust it for feedback. Then use a beta version to make a full pass on all textures (when i have more) and fix the ones that got messed up by moving stuff, also fix any geometry before releasing the final map.

    Currently though i'm a bit sidetracked. I got an idea so im spending some time making a custom model. It won't actually be of any use, but it's fun and helps to pass time ^^ I'll show that later.
  • alibialibi Join Date: 2009-11-20 Member: 69445Members
    edited June 2010
    I don't mind the idea of building a frame to playtest.. but I can see a lot of polywork there (that might explain the build time) but if it's anything more than a greybox it leaves a lot to be desired. Not just visually.

    But at this stage of NS2.. you can't 'playtest' a map. So the way I see it now is a good time to set yourself a smaller target, one room or three, concrete a theme you like, experiment with scale etc.. and polish. If you think there aren't enough textures, you need to get back to the drawing board and experiment with the fantastic library available.
    It's all nice to think gameplay but in a game when visuals are so important you gotta think about those sooner rather than later. Building pretty things is what takes time. You can always move doors/vents walls and change gameplay later.

    Good luck!

    PS use props.
  • BrawBraw Join Date: 2008-03-21 Member: 63920Members, Constellation
    Off to a solid start I'd say :) You have obviously put a lot of thought into this and already gotten some groundwork for some of the rooms down. A good idea to start with a small-ish map too, even though you take a large risk making a multi-layered map. You say you think you can get it to work, but really, none of us have tested the commander-mode yet so it's really hard to tell. If you are unlucky it turns out to be totally unplayable; a big risk to take like I said.

    Generally for the screens you show off I'd say your rooms look a bit too box-like. Almost all the walls are flat, the rooms would look so much better if you put some work into breaking the walls up. Place some pillars or something along the walls, if you don't understand exactly what I mean have a look at the "post your screenshot"-thread and see how other people make up there walls, tons of good inspiration to be had there. Now, if this were intentional (to start off making the whole map as simple as possible, then detail it later) just ignore this paragraph :P

    Aside from architecture you also need to work on the lighting, so far it looks like you've used the same color for all your lights (white, excluding the red-room). Different areas of the map should have their own color-scheme to make it easier for the players to get familiar with your map (landmarks should also not be forgotten of course, but you already mentioned those), in addition to making it look better and more interesting. White can off course be used as well, though you should (IMO) not make up a room of ALL white lights (or any color for that matter), you should always have a secondary color as well.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    That cargo room took 3 weeks? Bad luck, level over level won't work because of commander view.
  • TSSTSS Join Date: 2010-05-11 Member: 71716Members
    Thought i'd add another post in here for the time beeing, just to show i'm still working on stuff.

    I've not got any rooms done i've just been working on general layout and basic geometry. I did spend some work on the armory and fixing the middle cargohold but i just work on what i feel like when i feel like it so, development is pretty chaotic :p

    I've made these 2 shots just to show what i've been doing. When i posted the original screenshots the big first room was done and the bridge+bridge corridors needed a rebuild (they still do).

    top view:
    <img src="http://img293.imageshack.us/img293/1403/layouttemp1.jpg" border="0" class="linked-image" />

    Perspective:
    <img src="http://img37.imageshack.us/img37/962/layouttemp2.jpg" border="0" class="linked-image" />

    there's still a ton of stuff missing. Even basic layout is only 60% done, texturing's about 5-10%, props rank in at a good 15% and lighting's around 15% as well. I'll probably start the refineries soon so i can get the corridors to them correctly as well. I think i've figured out a reasonable way to deal with level-over-level, but i'll have to wait for that special hardcoded group which is invisable to the commander (and ofcourse, commander view) before i can test it out.

    Thing thats bugging me most though is the bridge. I got a headache yesterday trying to figure out a good ceiling architecture, but i think i've put myself in an awkward position with the layout it has :p
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