NS_Seven
I hear by present to you "Seven", the map I've been working on for the past few months for Natural Selection 2. I'll post my layout here and share some screens with you all that I would love your feedback on. Hoping to have the map ready for the release, but we'll see!
Layout:
A basic 6x8 setup with double res-nodes in the middle of the map. At least that was my starting point, but as you can see my double ain't really what you would think of as a classical double in NS1 as the res-nodes are in two separate rooms. As far as I can tell the layout itself is balanced, but if you got any opinions about that please do let me know. As a side note: you will not be able to siege any hives or res-nodes from any of the double-rooms (that's the plan at least, gotta move a couple of rooms a bit to make it work).
<img src="http://i.imgur.com/QKx0G.jpg" border="0" class="linked-image" />
Deadwing:
Aliens first pick for setting up a second hive. A bit dark for that reason, but the main path you can see in the background there are well lit.
<img src="http://i.imgur.com/PtZwZ.jpg" border="0" class="linked-image" />
North Fusion Core:
One of the two double-rooms. Still working on this, haven't really connected the room to the rest of the map yet, and I'm still trying to figure out how I'm gonna differentiate the two of these rooms.
<img src="http://i.imgur.com/vuq8z.jpg" border="0" class="linked-image" />
Marine Spawn:
Happy with the look of it. But it's need to some rework, currently too small and maybe a bit too many props.
<img src="http://i.imgur.com/AC9RQ.jpg" border="0" class="linked-image" />
West Exit from Marine Spawn:
Not much to say, a wide hallway that favor marines and no dark corners or vents. Trying to keep the same feel as marine spawn while transitioning to a bit more purple (one of the tech rooms that this hallway leads to is purple, and that's the main color for the west side of the map)
<img src="http://i.imgur.com/7EaaO.jpg" border="0" class="linked-image" />
East Exit from Marine Spawn:
The second exit from marine spawn. The hallway is well lit and wide, transitioning to orange as that is the main color of the east side of the map while keeping the look of marine spawn.
<img src="http://i.imgur.com/wk5jN.jpg" border="0" class="linked-image" />
Laser Drilling:
Marines primary tech point for a second base, pretty much happy with it as it is.
<img src="http://i.imgur.com/mcw3v.jpg" border="0" class="linked-image" />
Generators:
A contested tech point located on the east middle part of the map, like I said, the east is orange.
<img src="http://i.imgur.com/KNvBy.jpg" border="0" class="linked-image" />
Nameless Tech Point:
The second contested tech point, this one located on the west middle part of the map, and the west side is purple as I've mentioned.
<img src="http://imgur.com/Ydqj8.jpg" border="0" class="linked-image" />
Overview:
How it looks so far, as you can see the marine side is pretty far along, though the alien side still needs some heavy work. The areas that have lightig are more or less done, the black parts are just placeholders so to speak. With the exception of alien spawn that is, thought I had it nailed pretty good, but less happy with it nowadays (made it in like january :d).
<img src="http://i.imgur.com/eF2mQ.jpg" border="0" class="linked-image" />
More screens to come.
Layout:
A basic 6x8 setup with double res-nodes in the middle of the map. At least that was my starting point, but as you can see my double ain't really what you would think of as a classical double in NS1 as the res-nodes are in two separate rooms. As far as I can tell the layout itself is balanced, but if you got any opinions about that please do let me know. As a side note: you will not be able to siege any hives or res-nodes from any of the double-rooms (that's the plan at least, gotta move a couple of rooms a bit to make it work).
<img src="http://i.imgur.com/QKx0G.jpg" border="0" class="linked-image" />
Deadwing:
Aliens first pick for setting up a second hive. A bit dark for that reason, but the main path you can see in the background there are well lit.
<img src="http://i.imgur.com/PtZwZ.jpg" border="0" class="linked-image" />
North Fusion Core:
One of the two double-rooms. Still working on this, haven't really connected the room to the rest of the map yet, and I'm still trying to figure out how I'm gonna differentiate the two of these rooms.
<img src="http://i.imgur.com/vuq8z.jpg" border="0" class="linked-image" />
Marine Spawn:
Happy with the look of it. But it's need to some rework, currently too small and maybe a bit too many props.
<img src="http://i.imgur.com/AC9RQ.jpg" border="0" class="linked-image" />
West Exit from Marine Spawn:
Not much to say, a wide hallway that favor marines and no dark corners or vents. Trying to keep the same feel as marine spawn while transitioning to a bit more purple (one of the tech rooms that this hallway leads to is purple, and that's the main color for the west side of the map)
<img src="http://i.imgur.com/7EaaO.jpg" border="0" class="linked-image" />
East Exit from Marine Spawn:
The second exit from marine spawn. The hallway is well lit and wide, transitioning to orange as that is the main color of the east side of the map while keeping the look of marine spawn.
<img src="http://i.imgur.com/wk5jN.jpg" border="0" class="linked-image" />
Laser Drilling:
Marines primary tech point for a second base, pretty much happy with it as it is.
<img src="http://i.imgur.com/mcw3v.jpg" border="0" class="linked-image" />
Generators:
A contested tech point located on the east middle part of the map, like I said, the east is orange.
<img src="http://i.imgur.com/KNvBy.jpg" border="0" class="linked-image" />
Nameless Tech Point:
The second contested tech point, this one located on the west middle part of the map, and the west side is purple as I've mentioned.
<img src="http://imgur.com/Ydqj8.jpg" border="0" class="linked-image" />
Overview:
How it looks so far, as you can see the marine side is pretty far along, though the alien side still needs some heavy work. The areas that have lightig are more or less done, the black parts are just placeholders so to speak. With the exception of alien spawn that is, thought I had it nailed pretty good, but less happy with it nowadays (made it in like january :d).
<img src="http://i.imgur.com/eF2mQ.jpg" border="0" class="linked-image" />
More screens to come.
Comments
only marine spawn looks a bit boring in terms of geometry and lighting... is the lighting final ?
perhaps think of some more dynamics regarding the he floors heights.
im also a bit afraid that there are too many color-themes gonna be on this map...
for now i like it !
personally i love the East Exit from MS screen. the lighting and colour tones mix very well.
as for the marine spawn, might i suggest some more lighting at floor level (eg, around the flat 'skirting' areas near the stairs)
perhaps converting the floor to a see through grating with pipe work or what not underneath will add a bit more depth.
keep up the great work.
you definitely have the eye to create emotionally moving imagery.
It definitly looks nice but i'm a bit worried the open areas are a bit too open. Enough places to run but very little to hide (from gunfire, atleast). It's also a bit too bright for my taste, though we've got enough dark maps so a change isn't bad. Aside from the brightness though, the lighting itself is nice.
I don't understand how you guys can be making maps with little to no understanding how games will play out... it's beyond my comprehension... but game mechanics aside, it does look like a great, well thought-out map...
great job
Nah, just kidding and thought of Seinfeld when I read your name :D
-Layout: Looks great, I like it, but weren't Marines supposed to start at the bottom?
-Deadwing: Wow. I love that style most of all. I think in that particular scene the white light could be a tad stronger or add a few more of those tiny white lights. They don't have too light much geometry.
-North Fusion Core: I don't like those repetitive textures above and below the walking area, but it's also that obvious because the lighting is all the same and bright. Maybe I just feel let down a bit aswell after that amazing first picture :p (You could make the south fusion core not working and darker)
-Marine Spawn: Looks quite good, very nice geometry though at the outer walls. You could darken the ambient lights or reduce their radius without really making it much darker, but just less washed out. Also you could always add some railings or something to have a transition from those pillars to the floor in order to make it all less "squarey".
-East Exit: Imho again not enough contrast in the lighting. I would reduce ambient light radius/brightness and then also the brightness of that orange. Something that sticks out into the room (from floor or wall) would also improve that shadow casting orange and would add at least a little bit of cover.
-Laser Drilling: Right side, Wow, left side ok. I think you could try to replace those yellow lights on the left with a thin light spot that lights the prop high on the wall a bit and also props and tech point below with a nice cone. Or some red/orange light for the higher prop and a light cone from the middle down to the props and tech point.
Of course this is always a matter of preference aswell.
Just trying to give some feedback to get back at you for all your valuable suggestions :)
the layout looks liek that old british game show the crystal maze which was epic btw.
really nice map looks great
How about using two different coloured trim textures around the core rooms... simple but effective? I'm sure someone would recolour a set you liked if you asked nicely.
So far it looks good geometry-wise, but I would like to see more props(custom ones too as that would be badass for the fusion cores at least!!)
Dunno about the lighting, seems to have too many colours floating around and in some places doesn't make sense to me. IE complettely orange rooms with a little blue doesn't work for me. This is a matter of taste though.
I love the fusion cores room ideas and basic room layouts. The basic lighting in those are good too, but would like to see some orange/red/brown/purple dotted lighting around the edges of the core!
Keep up the good work!!!
This pic of the east exit is my favorite. Sooooo cool. Gives me a good feeling looking at it. I'm a sucker for lights coming through grates I guess. Keep mapping, I wanna see more!
Genomax: good idea, it's not done so I might try to work something like that in.
Mothergoose: Yes. As I mentioned I'm not entirely happy with the MS and will do some major rework there. I do however like the lighting, but I'll try my best to make it a bit less boring.
TSS: Agreed, might be a bit too open. The railing however covers the skulks part wise so I don't think it's as bad as it might look.
Commie spy: Cheers :)
Psyko: I read about the marine-alien starting position recently too, but I don't see how it's really that important, let's hope it's not :P I don't quite like the "edgy" look of the inverted cylinder below either, but I find it hard to make it look any better. I could add more sides to the cylinder I suppose to make it look more smooth, just worried about the performance. When it comes to contrast I'll will defiantly try to improve on that, but I'll save that for later, when the map is more complete.
Khazmodan; lulz, never saw that show, sounds epic indeed though.
Delphic: one would definitly die instantly by those lasers! Might make the trims diffrent yes, but not sure if that's enough, better make sure players don't get all confused about where they are.
Kabelen: I figure the map is already a bit on the large side, and it would not be smart to stretch it any further. Might be a short route to the first tech point, but at least it's 3 entrances so it's not that easy to lock down. If I moved them more towards the middle they could be sieged from the fusion cores as well, so that would not work either.
When it comes to props I would very much like to add some customs once, but unfortunately I do not have the time or skills to do that. Regarding prop-use in general I think it would be unwise to add more, already got quite a few spread around actually. It would prolly just have too much of an negative impact on performance.
I agree with you on the colors though, Generators looks strange with those blue lights :P
Thaldarin: Thanks, pretty satisfied with it myself. Any polish like that will have to wait until the map is more completed though.
In every screenshot i've pretty much got a clear line of sight across the entire room. So i can safely assume that once i see the skulk i can empty a clip accuratly. Now i imagine myself as that skulk trying to take down that marine. Cover to hide from bullits should i be spotted: none. Shadows to hide and ambush in: none. Corners to lie in wait and ambush: very little. Considering leap, the distance is still big. Not to say you should see a barrel every 2 feet but you know what i'm getting at.
It can't hurt replacing what you want custom models for with something ingame for the time beeing. Custom models will impact performance just as barrels will so it'll give you an better idea of how it'll run once finalized. Also since you can use little or alot of cover to impact gameplay, looks take a back seat to mechanics :p
Particles can be used as well. Say you break a pipe about middle in that hallway and make a steamvent. Now marines won't have a clear shot at anything on the right side of the room, but they can still hit anything behind the vent. Minor cover.
That's just how i see it. Don't get me wrong, i love beautifull open spaces like your making... But i'd also like to not get shot while admiring the scenery :p
All that aside tho, my real concern is that the Loading Bay tech point only has one entrance while every other one in the map has two or more. I would reroute or add a hallway from the room below to the south wall there.
One of the two double-rooms. Still working on this, haven't really connected the room to the rest of the map yet, and I'm still trying to figure out how I'm gonna differentiate the two of these rooms.
<img src="http://i.imgur.com/vuq8z.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
You could have one of them shut off for maintenance, lots of warning tape and signs around with construction ladders and a ###### load of workstations, weldstations, diagnostic equipment, tools. Sparks could be coming out of some of the Hardware equipment in the room.
rather, i'd lean towards a 'accident' in which parts of the room are just damaged greatly. but functioning. if the fusion core blew up and is working off of minimal power... or its over exerting power. in any case.. some sort of catastrophe.
cheers.
Perhaps instead:
-Ion Reactor
-High Energy Plasma Reactor
-Omega Molecule reactor :D
-Cold Fusion Reactor (Nobody's sure of what a cold fusion reactor would look like since it's a physisists wet dream only)
-Anti-Matter Collider Reactor
c'mon man... who really cares about realism? yeah there's a point where it's helpful, game mechanic-wise. but for the cosmetics of the game is a different story.
Realy like Deadwing-.
It has the feel of good old ALIEN movies.
And another interesting point is "loading BAy".
Year, thats one of the rooms with just ONE WAY OUT(hrhr^^).
Keep it up :)
Greets
Memnarch
Also, very good mapping as always, I recognize that nameless tech room from a long time ago ! ;)
<img src="http://i.imgur.com/mcw3v.jpg" border="0" class="linked-image" />
My only suggestion would be to considerably turn the "volume" down on the yellow lights. You want to concentrate more on the sunlight that's coming in and hitting the big metal thing. Also, add a light down by the end of the stairs. Length - 50 Intensity - 10
<img src="http://i.imgur.com/PtZwZ.jpg" border="0" class="linked-image" />
I love it how all the rooms have a unique feel and vibe (especially with the lighting).
Just imgaine all this with dynamic infestation! *Drools*
+1