NS2_Thedron
<div class="IPBDescription">Threesymetric Hives with Asymetric Locations</div>Hello All,
After a small Editor update I decide to post some sreenshots of my NS2 map, "Thedron".
This map will be huge but I hope it will be funny for us. Please do not say anything about trims cuz I didnt go for trimmed areas because still I cant work well on rotated rooms on this map. So, I need better and better editor updates and waiting for it. Especially for line tool works.
* There are 3 Hive Locations;
- Bigfoot Furnace
- Refinery
- Dhrone
* Other Locations are;
- Marine Base
- Mining Viaduct
- Locker Rooms
- C7 Cargo
- Red Node
- Green Node
- Trash Node
- Suit Repair
- Distiller Area
- R&D Labs
* All locations are tech points
* There will be 9 or 6 resource nodes, I'm gonna start to test with 9 res nodes
* Long corridors including big blocks or objects inside
* There will be vents ofcourse
* There will be more lights, there are only few lights for the best performance
* There will be trimmed planes
Please post your ideas, comments on location names, and corrections for my english grammer errors :) etc...
Here are some screenshots:
After a small Editor update I decide to post some sreenshots of my NS2 map, "Thedron".
This map will be huge but I hope it will be funny for us. Please do not say anything about trims cuz I didnt go for trimmed areas because still I cant work well on rotated rooms on this map. So, I need better and better editor updates and waiting for it. Especially for line tool works.
* There are 3 Hive Locations;
- Bigfoot Furnace
- Refinery
- Dhrone
* Other Locations are;
- Marine Base
- Mining Viaduct
- Locker Rooms
- C7 Cargo
- Red Node
- Green Node
- Trash Node
- Suit Repair
- Distiller Area
- R&D Labs
* All locations are tech points
* There will be 9 or 6 resource nodes, I'm gonna start to test with 9 res nodes
* Long corridors including big blocks or objects inside
* There will be vents ofcourse
* There will be more lights, there are only few lights for the best performance
* There will be trimmed planes
Please post your ideas, comments on location names, and corrections for my english grammer errors :) etc...
Here are some screenshots:
Comments
<img src="http://www.yyoru.com/dl/ns2/thedron/ns2_thedron_trash_node.jpg" border="0" class="linked-image" />
<img src="http://www.yyoru.com/dl/ns2/thedron/ns2_thedron_bigfoot.jpg" border="0" class="linked-image" />
<img src="http://www.yyoru.com/dl/ns2/thedron/ns2_thedron_dhrone.jpg" border="0" class="linked-image" />
<img src="http://www.yyoru.com/dl/ns2/thedron/ns2_thedron_C7cargo.jpg" border="0" class="linked-image" />
Hey, I could say that about a lot of maps. I'm grumpy enough to but I don't.
To elaborate, Uncleray may mean you need to think more about the lighting. Making dark areas can be cool but you got to do it by generating light in other areas to highlight that area, one area is a huge bland killbox too. Killboxes can be cool, I mean I personally am trying the "killbox" style area for my marine spawn and close areas to hopefully give marines an advantage, but you gotta make it look less square and a bit more pleasing on the eye. Add some props, some different sort of lighting and maybe small height variation. That sort of thing.
<a href="http://www.yyoru.com/dl/ns2/thedron/ns2_thedron_bigfoot.jpg" target="_blank">http://www.yyoru.com/dl/ns2/thedron/ns2_thedron_bigfoot.jpg</a>
Doesn't seem to fit well. I understand that particles are not fully implemented in the engine as of yet, but give us an idea of HOW the light is coming from the pipes.
Secondly,
Your textures are way too big, out of alignment, and disorienting. Lead the player through the map, like you would invite a guest into your home. Make them feel welcomed, comfortable, and feel exuberant about the place.
Thirdly,
If this was done correctly, it would be pretty nice.
<a href="http://www.yyoru.com/dl/ns2/thedron/ns2_thedron_dhrone.jpg" target="_blank">http://www.yyoru.com/dl/ns2/thedron/ns2_thedron_dhrone.jpg</a>
Take a look at what I've created, and get a sense of what should be available to the player through the view of their eyes.
<a href="http://img508.imageshack.us/img508/1126/spawn2a.jpg" target="_blank">http://img508.imageshack.us/img508/1126/spawn2a.jpg</a>
Create the feeling of, "I wanna see what's behind there, but I can't get back there! It's interesting... WTH!!" Curiosity is what drives video games. You've done it as well. We all have. Remember Half Life? Seeing the G-man disappear into a green glob, and vanish, only to try and try and try to get to his position ( with out cheats! ) but never could? That's what you want to go for. Play with colors. Use a color wheel if you haven't as of yet.
<a href="http://aggie-horticulture.tamu.edu/floriculture/container-garden/lesson/colorwheel.jpg" target="_blank">http://aggie-horticulture.tamu.edu/floricu.../colorwheel.jpg</a>
How a color wheel works;
<a href="http://en.wikipedia.org/wiki/Color_wheel" target="_blank">http://en.wikipedia.org/wiki/Color_wheel</a>
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->A color wheel or color circle is either:
* An abstract illustrative organization of color hues around a circle, that shows relationships between primary colors, secondary colors, complementary colors, etc.
* A mechanical device that rotates an array of colors arranged as petals or gradients around an axis, such as one used in DLP TV technology.
Some sources use the terms color wheel and color circle interchangeably;[1][2] however, one term or the other may be more prevalent in certain fields or certain versions as mentioned above. For instance, some reserve the term color wheel for mechanical rotating devices, such as color tops or filter wheels. Others classify various color wheels as color disc, color chart, and color scale varieties.[3]
As an illustrative model, artists typically use red, yellow, and blue primaries (RYB color model) arranged at three equally spaced points around their color wheel.[4] Printers and others who use modern subtractive color methods and terminology use magenta, yellow, and cyan as subtractive primaries. Intermediate and interior points of color wheels and circles represent color mixtures. In a paint or subtractive color wheel, the "center of gravity" is usually (but not always[5]) black, representing all colors of light being absorbed; in a color circle, on the other hand, the center is white or gray, indicating a mixture of different wavelengths of light (all wavelengths, or two complementary colors, for example).
The arrangement of colors around the color circle is often considered to be in correspondence with the wavelengths of light, as opposed to hues, in accord with the original color circle of Isaac Newton. Modern color circles include the purples, however, between red and violet.[6] Color scientists and psychologists often use the additive primaries, red, green and blue; and often refer to their arrangement around a circle as a color circle as opposed to a color wheel.[7]<!--QuoteEnd--></div><!--QuoteEEnd-->
Draw out your stuff on a rough draft! If you haven't already, pick up "Rapid Visualizations", it's pretty cheap, but it gets the point across!
<a href="http://www.amazon.com/Rapid-Viz-Method-Visualitzation-Ideas/dp/159863268X/ref=sr_1_2?ie=UTF8&qid=1304561688&sr=8-2" target="_blank">http://www.amazon.com/Rapid-Viz-Method-Vis...1688&sr=8-2</a>
Hope this helps. Welcome to the community :] This is where all of the good, and yes the bad stuff ends up. However, we're all here to help one another. If you want to suggest something, do so, but please do it politely, and have reasons behind your thoughts. Thaldarin and I are veterans ( per say ) and have the know-how behind what we do. We might not be the BEST behind it, but we definitely can incur a design, mash it up, and make it look better than your grandmothers panties. That being said, if you have any questions, give us a PM! More than happy to help you out :]
For more references on build ups, go here;
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=109206" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=109206</a>
and also i know your work too
<a href="http://img508.imageshack.us/img508/1126/spawn2a.jpg" target="_blank">http://img508.imageshack.us/img508/1126/spawn2a.jpg</a>
But my first target is use less lights as possible as u can for the better performance. There are more than 30 lights i think and that is too much if it is not really needed. I dont want to make best shot, i want to make a good map playable. That explains why rockdown is popular than tram now.
And let me explain what I'm thinking while mapping here:
1st Phase:
Shape the whole map and locations with only at least 1 light in every room. Yeah 1 normal light for 1 room.
Try to make it as best as possible with textures and some shapes. Then play more on it, test map. Add some lights while testing for better graphics but not more.
Redesign map for the best gaming.
2nd Phase:
Insert more objects and wall shapes.
Build more light sources but not too much, 8 for a room, 4 for corridors is my target. If there is a special thing to light e.g. furnace I dont account them.
Trim and rearrange all lights.
So in this room
<a href="http://www.yyoru.com/dl/ns2/thedron/ns2_thedron_bigfoot.jpg" target="_blank">http://www.yyoru.com/dl/ns2/thedron/ns2_thedron_bigfoot.jpg</a>
There are 11 lights, 8 of them in red holes of furnace. So only 3 normal lights are there for now. I mean still it is in Phase 1.
Anyway thanx for long explanations, gonna check it all and I will work much later, and then may be i could need your helps on it too.
This is my real taken foto of a very big furnace in a factory. It was about 20m tall and this is the one of a small window. I used it in all furnace holes. :)
<img src="http://www.yyoru.com/dl/ns2/thedron/rusty_furnhole.jpg" border="0" class="linked-image" />
rusty_furnhole.jpg
Still I dont understand this : "Pro tip, build around it, not through it."
I'll try to explain this pro tip with my poor english skills :
I think UncleRay means that if you want a room to have a realistic feeling, you must let it "grow" naturally from a seed - the original idea you had for this very room. This is what Mendasp does in the video
But if you begin a room by creating a big empty cube and try to fill it with some random props, the room will feel artificial. At least this is what happens to me ^^
But I dont agree this. In real life what do you do? Do you put a chair and a table then floor under it and some walls. lol :) I'm gonna proof that will be good.
If I create a box in a room, I delete unseen, unused faces while creating. This is a skill type i think. In that video there are multiple lines.
In example look at 4:32 @ that you tube video. There is a extra line and two points at the same edge.
These extra points, lines, faces make your map heavy while playing.
Also you cant do this in this map because of rotated rooms. U cant move, resize things where you want this is the hardest thing.
Here are some:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111608" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=111608</a>
1 question, Where are the lights? did humans work/live in this facility in darkness?