NS2_Lockdown

JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
<div class="IPBDescription">WIP</div>Hey everyone.

I have been working on a new map and I wanted to get some feedback. At the moment All I have completed is Marine Start and the Ready room. They arent completed necessarily, but close. I may go back and make some changes, but for sure I am going to do a bit more propping to the room, but the general shape and idea should remain.

Let me know what you think!

Readyroom:

<img src="http://img143.imageshack.us/img143/4849/readyroom1.jpg" border="0" class="linked-image" />
<img src="http://img808.imageshack.us/img808/1741/readyroom2.jpg" border="0" class="linked-image" />

Marine Start:

<img src="http://img535.imageshack.us/img535/7027/ms1j.jpg" border="0" class="linked-image" />
<img src="http://img26.imageshack.us/img26/3932/ms2o.jpg" border="0" class="linked-image" />
<img src="http://img191.imageshack.us/img191/7643/ms3q.jpg" border="0" class="linked-image" />
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Comments

  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    looks fantastic!

    Only problem I have, that reactor-like prop looks TOO good to have in a readyroom.
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    The reactor will be part of a tech point location as well, probably 2 of them connected.
  • SquartSquart Join Date: 2011-06-20 Member: 105481Members
    I like your style, keep it up :)
  • MaGicBushMaGicBush Join Date: 2002-12-02 Member: 10378Members
    edited July 2011
    Looks great, the only thing I see is maybe you should add some small lights over the consoles(or whatever those little lights are suppose to be on the ceiling) on the last and first pictures. That also would light up that dark corner in marine start a little more(they should have a advantage in their own spawn with alot of lighting imo).
  • IactoIacto Join Date: 2010-11-23 Member: 75209Members
    I love it! Looks like you could make a nice map out of this.

    Just one small thing; does the hive fit at marine start? It looks like there wouldn't be enough space
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    Thats one concern I do have ATM. The hive doesnt fit. However, it doesnt look awkward either... the single tentacle goes toward the back wall, and the 2 longer ones go forward, but dont actually get to the ceiling(they fall pretty significantly short of it, maybe the height of a marine) nevertheless, it doesnt necessarily look bad, the tentacles mostly surround and attach to the big center piece above the CC, and its just the 2 long tentacles that dont touch anything(its actually possible they touch the hanging lights, I havent tested the hive lately) So it works, but may be something I will have to work around at some point. I may see if theres some prop or geo I can make it attach to, but really, unless youre really picky, you probably wouldnt notice that it doesnt touch, just because of the way the other tentacles are grabbing the sides of the structure. That is one problem I have found with making taller rooms... but we need taller rooms for JP's :O
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    Added a new room, and the small tunnel leading into it:

    Operations:
    <img src="http://img163.imageshack.us/img163/1998/oper1f.jpg" border="0" class="linked-image" />
    <img src="http://img845.imageshack.us/img845/397/oper2.jpg" border="0" class="linked-image" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited August 2011
    *points finger*

    Your lighting... IT IS AWESOME!
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    SIMPLY AWESOME!

    go ahead please! :D
  • Trainee.gerTrainee.ger Join Date: 2011-05-22 Member: 100097Members
    im a fan of your geometry and lighting as well :) keep up the good work! can we get a layout soon?
  • TravCarpTravCarp Join Date: 2010-06-04 Member: 71962Members, Reinforced - Supporter
    awesome hope to see moar
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    Great arcitecture, looks well put together. Can't really say much more than that since almost every single map that is being developed as of late all has the same lighting style, same theme.
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    Got a tech point done: Tram Station
    Gimme some input on this one if you have any... after finishing it, it seems too rectangle. It may work fine in gameplay, Im just not sure at this point. For now I will leave it as is and move on, but let me know what you think. The "NS2 Beta" screen is temporary, assuming I make no changes I want it to be some kind of "departures" screen, like an airport terminal, but I havent experimented with importing custom stuff yet, and probably wont until later stages of development.

    And ill throw in the layout of the rest of the map, although Im sure ill make some changes as things develop.

    <img src="http://img508.imageshack.us/img508/6721/tram1.jpg" border="0" class="linked-image" />
    <img src="http://img827.imageshack.us/img827/2440/tram2.jpg" border="0" class="linked-image" />
    <img src="http://img151.imageshack.us/img151/2774/tram3.jpg" border="0" class="linked-image" />
    <img src="http://img7.imageshack.us/img7/5034/tram4f.jpg" border="0" class="linked-image" />
    <img src="http://img801.imageshack.us/img801/7733/tram5.jpg" border="0" class="linked-image" />

    and the layout:
    <img src="http://img151.imageshack.us/img151/7214/layout1q.jpg" border="0" class="linked-image" />
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    I dig the architecture of the station though the overall feel of the Room is a taste too gritty for me. Even if it's just a "trainstation" for the staff like engineers it should have some clean areas. Also the track isn't as distinguished from the rest of the area. You got 6 pillars that look the same, for more variation and recall value you could edit one or two of them. Maybe even crack the light of one of them. It seems that this is a pretty open area which is easily controlled by the marine side. Just my thought.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    edited August 2011
    creative mapping, dull lighting. Use some more interesting colors and contrasts, and compliments as well. Right now you've got an overbright swamp. Limit yourself to two colors per scene, each one complimenting the other nicely. Too much white as it is means it's white vs. a ton of other colors
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    <!--quoteo(post=1868304:date=Aug 11 2011, 04:14 AM:name=whoppaXXL)--><div class='quotetop'>QUOTE (whoppaXXL @ Aug 11 2011, 04:14 AM) <a href="index.php?act=findpost&pid=1868304"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You got 6 pillars that look the same, for more variation and recall value you could edit one or two of them.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Maybe add a console to the one the closest to the techpoint, hang a makeshift light on one of them,...

    Just some ideas
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    Adjusted the lighting a bit, let me know if it works better. I'm sure there will be other changes later, I can see some things that I dont like, but for now Im moving on to another part of the level.

    <img src="http://img69.imageshack.us/img69/9406/tram6b.jpg" border="0" class="linked-image" />
    <img src="http://img217.imageshack.us/img217/8163/tram7l.jpg" border="0" class="linked-image" />
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
  • Trainee.gerTrainee.ger Join Date: 2011-05-22 Member: 100097Members
    the layout reminds me a bit of summit :P
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    The res node and tech point layout is the same as summit, but the map will be larger, and it will have more vents. Ive been looking at NS1 maps, and Im gearing things toward that kind of scale. It kept getting more and more similar to summit, but I just recently decided to make it a larger map. It will probably remain the same res and tech point layout, but the larger distances should make the game very different.

    Ill post more when its ready.
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    Ive got a new layout done. I decided to build a skeleton map before I go into more detailing, and at this point I like the layout, it may need some tweaks, but Im ready to start detailing again.

    The whole map is built, but mostly generic textures and box rooms with a decent lighting scheme. I tried to get the feel and size of each room as close to what it will be in the end. This map is much bigger than Summit, it takes 25-30 seconds walking to get to each hive, with the exception of going across the map, which takes like 45 seconds to a minute, depending on which side your going to. It also contains some long vent systems, which the gorge can proceed to bilebomb from :o (in its current state I think a vent gorge could only do good damage to 1 hive room, most arent really accessible, but from the one test I did, the gorge could wreak havoc on a turret farm in that hive :P)

    <img src="http://img543.imageshack.us/img543/14/layout2o.jpg" border="0" class="linked-image" />

    I did detail one more room before I did the skeleton map:
    Crew Quarters
    <img src="http://img14.imageshack.us/img14/6236/crewc.jpg" border="0" class="linked-image" />
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    Really like it! Also nice thought putting with the bile bombs! Keep it up!
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1869987:date=Aug 19 2011, 05:34 AM:name=Jonacrab)--><div class='quotetop'>QUOTE (Jonacrab @ Aug 19 2011, 05:34 AM) <a href="index.php?act=findpost&pid=1869987"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ive got a new layout done. I decided to build a skeleton map before I go into more detailing, and at this point I like the layout, it may need some tweaks, but Im ready to start detailing again.

    The whole map is built, but mostly generic textures and box rooms with a decent lighting scheme. I tried to get the feel and size of each room as close to what it will be in the end. This map is much bigger than Summit, it takes 25-30 seconds walking to get to each hive, with the exception of going across the map, which takes like 45 seconds to a minute, depending on which side your going to. It also contains some long vent systems, which the gorge can proceed to bilebomb from :o (in its current state I think a vent gorge could only do good damage to 1 hive room, most arent really accessible, but from the one test I did, the gorge could wreak havoc on a turret farm in that hive :P)

    <img src="http://img543.imageshack.us/img543/14/layout2o.jpg" border="0" class="linked-image" />

    I did detail one more room before I did the skeleton map:
    Crew Quarters
    <img src="http://img14.imageshack.us/img14/6236/crewc.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    What caught my eye is the really interesting idea to "split" a main route in half, by the simple use of the support beams. That's the kind of clever stuff that can set a map apart fast. Keep it up.
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    Thats the stuff I aim for, things that look good, but can break apart a room. I look alot at my map and try to find ways to break up any long hallways or open rooms, while still keeping the visual appeal. If I can see straight through multiple rooms, or even into the next room, I try break it up. Im also gearing my map more towards ambushing from vents, or hiding in darker spots. Someone commented that all the maps in progress seem to have the same dark gritty feeling. IMO thats almost a requirement for this game. In NS1 they attempted to do the same thing, but the graphics engine just wasnt enough to handle it, people could just change their gamma so they could see skulks. Im pretty sure this engine will do that idea justice, and I intend to use it.
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    Got some more progress, 2 new tech points. Research is actually alien start, but Im not gonna call it that :P and power core is the central tech point(power core's tech point is on the other side of the reactor, I forgot to get an SS of that, and the RT is on the opposite side). Both of them are finished to a degree, however there is still detailing to do to some of the blank walls and floors, but I probably wont go into those details until I have done some testing on the map balance, so keep that in mind. Despite that, the rooms have a good feel about how they will look in the end, all the major structures are in place.

    Any comments/critiques are welcome.

    Power core:
    <img src="http://img171.imageshack.us/img171/2484/powercore1.jpg" border="0" class="linked-image" />
    <img src="http://img508.imageshack.us/img508/2483/powercore2.jpg" border="0" class="linked-image" />
    <img src="http://img204.imageshack.us/img204/2517/powercore3.jpg" border="0" class="linked-image" />

    Research:
    <img src="http://img228.imageshack.us/img228/7043/research1.jpg" border="0" class="linked-image" />
    <img src="http://img705.imageshack.us/img705/1941/research2.jpg" border="0" class="linked-image" />
    <img src="http://img828.imageshack.us/img828/1051/research3.jpg" border="0" class="linked-image" />
  • Commie SpyCommie Spy Join Date: 2009-07-02 Member: 68008Members
    In power core, there's something about the lighting that I find a bit odd. That being said I do like the room's layout. The different levels bumps up variety in combat. I dunno but that lighting is just a little strange...
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited August 2011
    Awesome looking map! At first when I read the title I thought it was about Sentries. :P

    <!--quoteo(post=1872210:date=Aug 30 2011, 07:33 PM:name=Commie Spy)--><div class='quotetop'>QUOTE (Commie Spy @ Aug 30 2011, 07:33 PM) <a href="index.php?act=findpost&pid=1872210"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In power core, there's something about the lighting that I find a bit odd. That being said I do like the room's layout. The different levels bumps up variety in combat. I dunno but that lighting is just a little strange...<!--QuoteEnd--></div><!--QuoteEEnd-->
    You have keen eyes. The colour of the yellow light emanating from the "fusion rods" may be a bit off (not enough red), or too bright, or both. Maybe reduce its brightness for better mood/realism, and add a few extra lights in the area for illumination?

    From looking at the map plan, I wonder if it would be too easy for Marines to ARC Power Core res node or the corridor west of Barracks from Marine Start?
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    The rods actually have a cinematic playing of a light making the rods more intense every couple seconds, which continuously plays, so some of those screenshots probably have it closer to its peak, so the general intensity is a bit lower than it seems. The color of the rods is not easily adjusted, as the game engines bloom effect basically amplifies the color of the object, and the object just happens to be very orange, although making it more red wouldnt be difficult.

    The size of this map is significantly bigger than summit, there is no way an arc could siege anything through those empty spaces, the siege range is probably close to the size of operations. I have also made adjustments in power core, that room with the RT doesnt exist, it is inside kind of next to the reactor. I have also made some minor changes to the map layout, but not significant enough to warrant posting a new one, the current one is still basically the same.
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    I really like how clean your style is, though some variation with walls and ceilings would be good. Maybe add some simple props to make the areas more significant, use them with creativity, rotate them and use them on other purpose rather on which they were designed. The lighnting is very bright and reminds me of ns_hera much - I really like that! But to make a contrast on gameplay there should be some dark dots in bright places. :) Keep it up!
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