ns2_plant

persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
edited September 2012 in Mapping
NS2_Plant
by perso and Varathar

Download: ns2_plant_a3.zip (2.9.2012, latest)

Steam Workshop: http://steamcommunity.com/sharedfiles/file...ls/?id=88530671

NS2_Plant on Twitter: http://www.twitter.com/plantdev
Follow us cranking on our map and everything beyond. :)

Overview:
This map is set on a distant, snowy planet where mankind tries to plant vegetation to make the air breathable.

Theme:
Map's theme is based on plants, and we are trying to show it throughout the map. The marine side consists of rooms like loading bay, while the alien side is more techy. The area between marine side and alien side will have a lounge/cafe theme.

image
Layout. (updated 24.3.2012)

image
Marine Start. (updated 24.3.2012)

image
Readyroom. (updated 11.3.2012)

image
Cafeteria. Credits for the plant models go to Andrew Price. We are currently using them as place holders. (updated 24.3.2012)

image
Turn near marine start. Added an outdoors area. (updated 24.3.2012)

image
Outdoor area between Loading Bay and Railway Techpoint. Skybox by whoppaXXL.

image
Research room. (added 24.3.2012)

image
Railway station.

More screenshots (more or less chaotic collection, we might put up a simple gallery later if need be)

Update list:
6.2.2011: Added screenshots of Cafeteria, link to ns2_plant's twitter account and also updated progress to map's layout.
6.5.2011: Added a new "UWE style" layout.
11.5.2011: Updated screenshot of Cafeteria.
27.6.2011: Updated screenshots of Marine Start and Readyroom.
10.7.2011: Updated layout from 6 TP & 9 RT to 5 TP & 8 RT
15.7.2011: Added missing junction points and location names to the layout.
7.8.2011: Added screenshots of outdoor area which can be seen from corridor connecting MS & Railway Techpoint.
24.3.2012: Added screenshots of water treatment, biodome and railway station.
Post edited by Unknown User on
«1345

Comments

  • VaratharVarathar Join Date: 2004-03-17 Member: 27382Members Posts: 83
    edited December 2010
    Gameplay:
    Our main focus will be on gameplay, so we will try to add props (such as crates) only if it will enhance the gameplay of the map.
    At this point we will try to keep our prop usage at minimum. This will also make it more easier to make changes afterwards.

    Layout:
    In NS2_plant's layout we tried to emphasize the right side of the map. Most of the battles will take place on the right side and the nearest tech points should be easy to protect.
    On the left side is planned to be 3rd hive / 3rd marinebase and the rush distance will be shorter. This will make the endgame more aggressive and shorter.

    Post edited by Unknown User on
    image
    NS2_Plant - NS2 map in progress
    co_missilesilo (2004-2005)
    Commander @ Team Exertus
    Commander @ Quaxy in ENSL S1
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members Posts: 2,432 Fully active user
    edited July 2012
    Oh yesss this is going to be awesome!!!!!!!

    Basing the map on plants/greenhouse technology etc was a masterstroke. It'll really complement the alien side and dynamic infestation.

    Will there be snowy areas? Going from a steamy greenhouse environment into a white snowy environment would be great. And will you have lots of glass shattering around the place during combat?

    I'm imagining something along the lines of the Eden Project in England, if it was in the arctic :D

    image
    image
    image
    image
    Post edited by Unknown User on
  • VaratharVarathar Join Date: 2004-03-17 Member: 27382Members Posts: 83
    QUOTE (peregrinus @ Dec 20 2010, 01:38 PM) »
    Will there be snowy areas? Going from a steamy greenhouse environment into a white snowy environment would be great. And will you have lots of glass shattering around the place during combat?

    We actually haven't planned the last hive so we take that as a good suggestion. However, I don't think we will be making outdoor areas, as we don't know how it will fit with the engine and gameplay requirements.
    image
    NS2_Plant - NS2 map in progress
    co_missilesilo (2004-2005)
    Commander @ Team Exertus
    Commander @ Quaxy in ENSL S1
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    "The pillars are photoshopped to be transparent"

    I was about to post "WTF is going on here" :P



    It reminds me of a ns_nancy/ns_origin cross over somehow (good stuff). Might need some less brightness on those lights in the back there on the stairs in the "transparant pillars" shot though.

    Guardian of the "magic cookiejar" 

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

    Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting

  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation Posts: 6,132
    Probably because one screenshot looks like a direct nancy ready room recreation.
    blah blah blah
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    QUOTE (Thaldarin @ Dec 20 2010, 11:50 PM) »
    Probably because one screenshot looks like a direct nancy ready room recreation.

    Indeed, but there will be hell to pay if there is no RAVE ROOM then! :D

    Guardian of the "magic cookiejar" 

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

    Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting

  • TrCTrC Join Date: 2008-11-30 Member: 65612Members Posts: 1,024 Advanced user
    These guys are beasts approach with caution.

    Nancy readyroom? You guys have been too long away from NS.
    image
    #exertus / #team.fantasy @ Quakenet
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester Posts: 1,690
    edited December 2010
    Ya the only thing I see that reminds me of the nancy readyroom is the tables and maybe the colors I guess.

    Oh and good idea for a map btw.

    *goes off and thinks about the features an ns2 rave room could have...
    -ns2_icarus original map
    -ns_nancy remake lead
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation Posts: 6,132
    QUOTE (Lazer @ Dec 21 2010, 09:06 AM) »
    Ya the only thing I see that reminds me of the nancy readyroom is the tables and maybe the colors I guess.

    Oh and good idea for a map btw.

    *goes off and thinks about the features an ns2 rave room could have...


    "Fall 2009"

    Maybe I just let mine out the bag...
    blah blah blah
  • uffouffo Join Date: 2003-05-03 Member: 16026Members Posts: 583
    I don't know if it's good or bad thing but the layout seems like it allows both aliens and marines upgrading to tier 3 really fast and maybe before they even have to face eachother.
    considering that aliens are the faster and more agile movers the hive tech points could be a bit further from spawn hive?
    :: Join the TSA they said. See the galaxy they said ::
    - Finished: co_perkele
    - In progress: ns2_perkele2
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow Posts: 2,545 Fully active user
    Mmm... I really like the readyroom screenshot. Looks good.

    Cheers,
    Cody
  • VaratharVarathar Join Date: 2004-03-17 Member: 27382Members Posts: 83
    edited December 2010
    QUOTE (uffo @ Dec 21 2010, 03:51 PM) »
    I don't know if it's good or bad thing but the layout seems like it allows both aliens and marines upgrading to tier 3 really fast and maybe before they even have to face eachother.
    considering that aliens are the faster and more agile movers the hive tech points could be a bit further from spawn hive?


    We are going to make adjustments when the game is about to be released. I really hope that the game is going to change so that you can't get 2nd hive at game start or during the first 5 minutes.

    Because now when game starts I got 3 hives faster than 1 minutes. (2 hives up at 45sec and 3rd hive is up in 55sec.) :(
    And if they are going to keep it that way, I think hive rush would be number one alien tactic. :(
    Post edited by Unknown User on
    image
    NS2_Plant - NS2 map in progress
    co_missilesilo (2004-2005)
    Commander @ Team Exertus
    Commander @ Quaxy in ENSL S1
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    Resources are still all over the place, it'll probably change... Well hopefully :D

    Guardian of the "magic cookiejar" 

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

    Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting

  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members Posts: 368 Fully active user
    For this Screenshot,

    image


    Can you say GIANT CHEESE?
    http://concretenmetal.blogspot.com/
    "I think my alcohol stream is getting some blood in it"
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members Posts: 3,883
    QUOTE (perso @ Dec 20 2010, 05:10 PM) »
    image
    Early WIP version of the Marine start.

    Now, I know this isn't intentional, but the cell-shaded/drawn look of this shot is amazing. I'm looking forward to a cell-shaded NS2 mod.
    Suggestions: ! @ # $ %
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members Posts: 3,543 Fully active user
    http://www.naturalselection2.com/storage/c...oom_biodome.jpg - might be worthwile waiting for this texture and prop set which is coming soon i think :)
    Want to make an NS2 map but short on time? Join the NS2 Community Map Project
    thou shall slide!
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
    edited January 2012
    It has been a little while since our previous update. This doesn't mean that we haven't been working on the map. We have designed a couple of new areas, which are still hugely work in progress. Our vision of the map's theme has also strengthened over time, so we have had to rework some of the not yet shown areas up to our current standards.

    We also added link to our twitter account (more subscribers means more tweeting :)).
    More information can be found from the first post. In the future we will keep the first post updated with latest updates.

    Rambling aside, here are some new screenshots of one of the areas that we have been revising.

    image
    Cafeteria.
    image
    Green "flowerbeds" between tables will have plants (when we model them, or if someone else creates them for us! :))
    Post edited by Unknown User on
  • _Thresh__Thresh_ Join Date: 2008-01-11 Member: 63385Members Posts: 380
    edited February 2011
    Looks good. Love the high light levels and the openness of this map, should create some good action filled games and less creeping.
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff Posts: 1,232 mod
    The tables and benches needs some love i think, they are to "boxy" :(
    Forum Mod - UWE server admin - Have questions about SN or NS2? Need help promoting SN or NS2? Found a bug, or exploit? Or just want to say hi. PM me.
    Become a NS2 Playtester - Become a SN playtester - Buy NS2 here - Buy SN here - Official NS2 stream - SN Wiki
    - NS2 Wiki A Rainbow!
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members Posts: 2,432 Fully active user
    I like how you made a simple corridor more dynamic for gameplay by adding that section in the top half where aliens could await their prey ^^
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
    edited February 2011
    QUOTE (peregrinus @ Feb 7 2011, 11:10 AM) »
    I like how you made a simple corridor more dynamic for gameplay by adding that section in the top half where aliens could await their prey ^^

    QUOTE (_Thresh_)
    Looks good. Love the high light levels and the openness of this map, should create some good action filled games and less creeping.

    Thanks, I tried to make the ceiling more darker, but there are also some windows in various spots there. Though I probably have to tune it a little, to make it appear less "full bright".

    QUOTE (GISP)
    The tables and benches needs some love i think, they are to "boxy" :(

    I agree. I will probably try to make them more detailed in the editor or preferably model them (or wait for UWE to release something that we could use). I'm still learning to do basic modeling in blender, so it might take a few tries to accomplish anything satisfactory :). Then again, custom models are not our biggest priority at the moment.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer Posts: 1,725 Advanced user
    Looks good.

    These two trim_14 textures next to each other don't look that well in shot1.
    I'd make the floor curved to spice it up since the inner corner is curved anyway.


  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
    edited February 2011
    QUOTE (pSyk0mAn)
    Looks good.

    These two trim_14 textures next to each other don't look that well in shot1.
    I'd make the floor curved to spice it up since the inner corner is curved anyway.

    Thanks, I'm a fan of your map. Also thanks for great tutorial! I might add some support pillars on the sides of the doorway, to break things up a little. I guess one must be careful with trim_14, since it was so over used in ns1.
  • VaratharVarathar Join Date: 2004-03-17 Member: 27382Members Posts: 83
    edited February 2011
    QUOTE (peregrinus @ Feb 7 2011, 06:10 PM) »
    I like how you made a simple corridor more dynamic for gameplay by adding that section in the top half where aliens could await their prey ^^


    We are trying to keep our hallways clean enough that when ns2 get published, we can more easily make adjustments in rooms. I try to concentrate mainly on gameplay.
    If the game stays in this form, we have to add more props and make corners a little darker etc etc.
    Post edited by Unknown User on
    image
    NS2_Plant - NS2 map in progress
    co_missilesilo (2004-2005)
    Commander @ Team Exertus
    Commander @ Quaxy in ENSL S1
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow Posts: 934
    Y'know, from the screenshots posted (and the comment about openness for lots of combat), I can't help but think of ns_blackmesa when I look at this. :P
    Of course that doesn't mean it's better suited for "combat" or "classic," just what it reminds me of so far.
    <--- Tastes Like Skittles IGN
    image
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester Posts: 656 Advanced user
    This map is the one I most looking forward to, how long before we can beta test? :)
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
    edited January 2012
    QUOTE (PersianImm0rtal @ May 11 2011, 01:21 PM) »
    This map is the one I most looking forward to, how long before we can beta test? :)

    Approximately 20% of the rooms are done. Both me and Varathar are often busy with work / studies so progress is a little
    slow at times. Of course we'd like to aim for the 1.0 release of ns2, but time will tell. ;)

    There are a couple of unfinished rooms we haven't shown yet, but they still need more work before we dare show them.
    At the moment I'm trying to figure out ways to improve my lighting skills (which you may have learned if you've followed us on twitter ;)).

    Thank you very much for the support!

    edit: added a screen shot for reference
    image
    Post edited by Unknown User on
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester Posts: 656 Advanced user
    edited May 2011
    Yeah, it is definitly the most exciting map I have seen so far, that screenshot is awesome. I really love this map a whole lot more than anything else even ns2_summit(very nice map), and that is because I love the color scheme, all of the other maps are way to dreary, dark grey, dirty colors, and not very brightly lit or clean. It's fresh to see some bright colors, I hope there is a lot of bright greenery in this map. I like my video games to be full of color. Obviously if the power goes out and its infested its going to look a little bit more dark and dreary but when the marines have control it Could look pretty nice. I would like to see shiny reflective floors in atleast some areas maybe(instead of the usual metal or concrete floors) and a biodome looking area. And by the clean shiny look I mean something like this http://www.unknownworlds.com/ns2/forums/in...t&p=1828400

    Please post pics when you get some vegetation in the map, a fresh/cleaner/futuristic look is what I am looking for, and to me map diversity is very important.

    PS: If there are any other ways to "Support" you let me know.
    Post edited by Unknown User on
  • _Thresh__Thresh_ Join Date: 2008-01-11 Member: 63385Members Posts: 380
    Any progress? Been watching this develop with Summit. Looks good.
  • TravCarpTravCarp Join Date: 2010-06-04 Member: 71962Members, Reinforced - Supporter Posts: 194
    biodome look? Sexyness.
    A really good link/tool I use to keep up with what is going on in the NS2 world. link
Sign In or Register to comment.