ns2_nucleus
evasivemonkey
Join Date: 2010-02-13 Member: 70555Members
in Mapping
Hey everyone, thought i'd show a bit of what i've been working on in my spare time the last few weeks.
They should all be viewable here: <a href="http://imageshack.us/g/18/63002919.jpg/" target="_blank">View Screenshots</a>
I've never mapped before so tips would be appreciated, this isnt a really serious attempt at it ive just been having fun in the editor, learning as i go along.
Marine Start (95% complete)
There is a outside area I made, the light from the sun will look nice shining through into marine start when the powernode goes down (im assuming, i haven't been able to get the powernode working to test it)
Maintenence Hallway (80% complete)
The left hallway leading out of marine start (still needs more detail)
Generator (90% complete)
So yeah, any tips/advice would be great and I hope you like it! :)
They should all be viewable here: <a href="http://imageshack.us/g/18/63002919.jpg/" target="_blank">View Screenshots</a>
I've never mapped before so tips would be appreciated, this isnt a really serious attempt at it ive just been having fun in the editor, learning as i go along.
Marine Start (95% complete)
There is a outside area I made, the light from the sun will look nice shining through into marine start when the powernode goes down (im assuming, i haven't been able to get the powernode working to test it)
Maintenence Hallway (80% complete)
The left hallway leading out of marine start (still needs more detail)
Generator (90% complete)
So yeah, any tips/advice would be great and I hope you like it! :)
Comments
Because from the looks of things some of the props you have placed down are overused or are placed randomly, look at what your placing down and try to envision what it would be used for, and again for help you could always just give the NS2 maps a run through just to get a good view of how certain areas look.
Like try and breaking up the floor with interesting architecture, adding a pipe running under the floor that you can view through some grating, same with the ceiling, just little details like that make for a more interesting area, rather than creating square rooms and then adding props and lighting.
Since this is your first time mapping, it's not TERRIBLY bad first attempt, but at the moment it looks rather confusing and i can't find out where one location leads into another, try and create a theme (a set of props, textures, lighting style and an overall look), stick with it to create a more coherent map that flows from one room to another.
<!--quoteo(post=1893151:date=Jan 9 2012, 04:44 AM:name=vizioNz)--><div class='quotetop'>QUOTE (vizioNz @ Jan 9 2012, 04:44 AM) <a href="index.php?act=findpost&pid=1893151"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Any word on this? It seemed you had some areas pretty much complete by the screens :|<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for the interest! I'll be getting some screens ready as soon as possible :)
(edit)
Had some spare time so here they are, I'll do my best to explain in order as the screens go. <a href="http://imageshack.us/g/52/2012010900001.jpg/" target="_blank">Screenshots</a>
Okay first is marine start, named Observation Deck(watches over the functions of the whole facility) atm but most of the room names will change.
I'd say its around 90%, still a few things to fix and details to add.
The 2nd room you see is Solar Generator, it reroutes the light into the catchment to keep power to the generator which runs this science facilities basic functions. It's just outside marine start. Since there is 3 entrances into marine start and 2 of them have doors, solar should be the main defence point for marines until onos. It's around 90% too, I try to make each room through something orginally made rather then props, but it could probably use a few more still.
The next one you see is out the left door from marine start, its called glass hall as a placeholder. It will most likely be called Powergrid as the lights on the ground show the status of power to all main rooms in the facility. If the light corresponding to marine start is down, for example, that light will go red(also works reversed). I'd say 60-70% complete.
Past that is Tech Lab, marines best first choice to push but i've put alien hive there for the screens as an example. This is where new tech is developed etc. This room would have more complicated battles sided toward jetpacks im imagining, it may need to be bigger though. It's only around 50% but it's coming along. The rest of the screens is the same rooms through alien vision and without power.
So yeah, my 2nd attempt at mapping and any comments/tips would be much appreciated!
Oh and i want to thank everyone who gave feedback! I couldnt come on for a while but i've been taking your advice with my new work, thanks again :)