ns2_cargoship

SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
<div class="IPBDescription">First go at ns2 mapping</div>I did a few maps long ago for bf42 and rainbowsix series so i thought i would give the spark editor a go and came up with this for a learning map to experiment with lighting as from what i have been reading it's tricky to nail down.


Anyways, the start to a long learning process. Enjoy!

<img src="http://www.super-nova-team.com/ns2/supernova_7.jpg" border="0" class="linked-image" />
<img src="http://www.super-nova-team.com/ns2/supernova_9.jpg" border="0" class="linked-image" />

Comments

  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    Reminds me of Mess Hall in Nancy :D

    I know it's an experiment map, but you could probably go with more faces for that 'circular' mid section, also very grey, and the light effect on whatever the texture is behind X bar windows looks far too much like a video game light, putting a suitable prop behind it / glass to skybox would awesomes!

    I've found spark a bit odd in the time that I've played with it, I probably won't be able to resist trying to design a level once beta's out... here's to learning experiences!
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    thanks, I was shooting for the NS1 style as all the props inhibit proper skulking and when the ns1 classic mod (hopefully) comes out these style of maps will be choice.



    I will experiment with light color but most of the textures are industrial grays. I suppose they where ment to be that way and compensated with light color. Maybe the ambient light source is where i will get my color from. I miss lighted textures! Thanks for hint on the sky box, i will see what i can do on that.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    edited August 2010
    After rebuilding sections from what i learned by trial and error i have about 1/2 of the map layed out and put together a little video to show what i used the cinimatics on to provide some cool effects. Does anyone have a smooth looped fire cinimatic built yet that they could slip to me? Not very happy with the exploding type fire in video.


    anyhow, still learning it but here it is----> <a href="http://www.super-nova-team.com/ns2/cargoship_part1.wmv" target="_blank">cargoship level windows media file 28MB (linked to my website)</a>
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    I like the hallway where the ceiling is slanted and the locker is tilted. The burning effect behind it really makes no sense to me, but there might be something behind that fire that cannot be seen in the movie file?

    Generally, you seem to understand the concept of landmarking which is very good (especially for these kinds of maps).
    However, you seem to (just like me) focus most details in the walls and very little to none in the ceilings and floor, causing the rooms to look very boxy.
    Also, if you look at some of the older NS maps (as well as the cool maps from Psykoman and Barlow for example) you will notice that there are a lot of high ceilings. This gives your room more... well, room. As of now, I find I'm not very fond of your low, flat ceilings.

    Granted, you do say that most textures and models will be replaced so I won't comment too much on that. However, I do hope you will change that striped "warning" texture (black and yellow striped one) to something else. There was a running joke during NS1 in the early stages where that texture got abused for entire rooms. I know it does add that wibe of "danger, be alert!" but try to minimize it's use to more logical places. It will enhance the wibe a lot more (:

    Over all, keep up the good work! As mentioned before, it does remind you a bit of Nancy.

    NS_Nancy was one of my favourite maps for NS1. Simple, yet elegant. It really captured that "Aliens" feel. However, it was one boxy little map. Especially the corridors between hives. Please try to capture that feel, but avoid the boxyness <;
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    Thanks for the feedback. The fire at the lockers is a gas pipe explosion, i will be adding lighting to better focus on visability issue at that spot. I really wanted a "DOME" style cieling in the main bridge open area but i think i will wait and make a model for that piece. As for the flat cilings,yes i agree but after playing the game it is nearly impossible for a skulk to navigate them when there are props on them. maybe the skulk's "cling" ability will be better in the final but it doesn't look to likely at this point.

    I have such a strong following from my NS1 servers that i really want to try and keep that feel of open but not really boxy cooradoors with a few areas resessed with some infrastructure exposed.

    From looking at what other mappers are doing, It's been giving me a good feel for ambient lighting to get the textures to do what i need them to do but am still a bit perplexed by areas where lighs that produce shadows are needed or not.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    I'm having issues with vents, when you crouch as a marine and enter vent then stand your head sticks through it, you can walk but have to crouch again at a verticle. Is this just a alpha problem or something i'm doing wrong?
  • TunisTunis Join Date: 2010-07-27 Member: 73242Members
    I do not know, I have too some faces in places that the player can pass through and I do not know the problem: s

    by cons what height did you put for the vents? because if we refers to the guide, the marine is 38 heigh when crouched,
    I try 50 heigh but I do not always pass being crouched ^^
    i must wait for fix or so do not take the proposed size in the guide?
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    I'm thinking it's no the size of the vent as the marine caractor leaves the crouch position when it passes through the face.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    So the theme is a cargo ship but i figured since it was an space voyage there would be a bit of research to fund the transports so i put in an alien lifeform exploration center just oposite the bridge.

    If you look close you can see the controll room for the lab on the lower level, in the sealed room left to right--A pile of alien lifeforms and structures that have already been discarded, a skulk undergoing a disection with aliens on the tables to the right and all this while a gorge awaits his fate in the cage at the right rear corner.

    Sorry if the pic is a bit fuzzy as i cut the size down a bit. BTW: 11 FPS on that in game run!!! WOOO!!! HOOOO!!! up 3 from my usual 8 FPS....lol

    <img src="http://www.super-nova-team.com/ns2/lab.jpg" border="0" class="linked-image" />
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