NS2_Incarciration

NajmirNajmir Join Date: 2003-09-25 Member: 21184Members
edited August 2011 in Mapping
<div class="IPBDescription">NS2 Map with a Detention Facility Theme</div>So here goes... another project unlikely to ever see completion. Getting half way is still fun enough!!!¿

I plan to ramble on with a whole lot of BS around the story, design and function of the map to justify its existence in the NS 2 world. For now I will keep it fairly short and will outline my plan of attack along with the basic story.

Plan of Attack
=========

1. Justify! - What, Why Where of M310 and its facilities. Outline use of Utility Supply and the components.
2. Emulsify! - Pull it all together in Editor. Construct entire skeleton of M310 Detention Facility (aka NS2_incarceration)
3. Magnify! - Detail Detail and a little more Detail...
4. Testify! then back to Magnify!
5. Have a nap and then start the next facility on M310


<!--coloro:#48d1cc--><span style="color:#48d1cc"><!--/coloro--><!--fonto:Arial Black--><span style="font-family:Arial Black"><!--/fonto--><!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo-->Justify!<!--sizec--></span><!--/sizec--><!--fontc--></span><!--/fontc--><!--colorc--></span><!--/colorc-->

M310 - Moon 310 in <System <XYZ> < guys some name help here?> - Cluster <ABC>

M310 started out with a mining colony managed by Magma Corp. Its habitablity lent itself to further colonisation extending its facilities from Mining to Ore Processing, Refining, Manufacturing along with a host of other facilities. M310 has become on of the largest moon based human settlements o the chart.

One of these facilities was an old mining facility that has been converted to a detention facility housing some of the most notorious ciminals in the sector. A recent tremour revealed a large carvern on teh northwest of the facility. Urgent repairs were underway when all contact was lost with the facility. Five Magma Corp personnel have also not returned after being sent to investigate and restore communcations.

According to media reports the Facility was shut down to redirect funds into alternate settlement projects. For sixteen TSA marines the real story is about to unfold.

Here is a quick sketch of the facility that I will flesh out. I will be fleshing out 1 or 2 rooms to give an idea of the intended feel aswell as hopefully completeing the enitre skeleton by next week., unskinned that is.


<a href="http://www.commenergy.com.au/ns2/m310_incarciration.jpg" target="_blank">M310 Incarciration Sketch</a>

Here are some look and feel screenies.

<a href="http://www.commenergy.com.au/ns2/ms1.jpg" target="_blank">Reception 1 - Welcome to your new home convict

</a><a href="http://www.commenergy.com.au/ns2/ms2.jpg" target="_blank">Reception 2 - Stair Well Techpoint and Resource Point

</a><a href="http://www.commenergy.com.au/ns2/ms3.jpg" target="_blank">Reception 3 - End of the Line. Big hole on left is for the subfloor cabling to goto the tech point.

</a><a href="http://www.commenergy.com.au/ns2/ms4.jpg" target="_blank">Reception 4 - Subfloor cabling and Tram Rails

</a><a href="http://www.commenergy.com.au/ns2/mess1.jpg" target="_blank">Mess 1 - For now ignore the monotonous walls in this one.

</a>The challenge
--------------

If I could pick the minds of the ns2 community. I would like some suggestions on keeping the appearance simple whilst avoiding monotony. The idea behind the facility is that it was an old mining facility that has been converted to a detention facility. The private Corporation managing the facility has not gone all out and spent a fortune to make the place look appealing. So I need to keep the design concepts simple...

Thanks in advance.

Comments

  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    edited August 2011
    <!--quoteo(post=1865936:date=Aug 2 2011, 11:39 PM:name=Najmir)--><div class='quotetop'>QUOTE (Najmir @ Aug 2 2011, 11:39 PM) <a href="index.php?act=findpost&pid=1865936"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->M310 - Moon 310 in <System <Cerberus 5> <Orbiting 3rd moon of the second planet> - Cluster <54-1742L><!--QuoteEnd--></div><!--QuoteEEnd-->

    theres my first thought to my head, also thanks for the idea I think I'm going to sketch out mine too.
  • MaGicBushMaGicBush Join Date: 2002-12-02 Member: 10378Members
    edited August 2011
    Your sketch has an awful lot of long corridors, unless it's way off scale.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Like the way you show the exposed structure of the building in this area <a href="http://www.commenergy.com.au/ns2/mess1.jpg" target="_blank">http://www.commenergy.com.au/ns2/mess1.jpg</a>
  • NajmirNajmir Join Date: 2003-09-25 Member: 21184Members
    MaGic,

    The sketch is by no means to scale. But yes there are a number of long corridors. That said the majority of those corridors will have two tiers. One that is used by guards and personnel and a lower tier used for inmates. My intention is to have only two long corridors where the alien players are forced to travel. All others will have alternate routes or leny of cover or bays to take refuge/ambush. I would like to see how the long multi tier corridors work for both aliens and marines. Obviously the range assists marines but they are unable to easily move between tiers which is where the Khara will have an advantage, Onos excepted.

    Pere,
    Thanks. The idea behind the structure of the map is that the mining op only installed supporting infrastructure to maintain stability on the mining shelves and caverns. In the conversion to a detention facility only the required reburshiments were made including sealing all lower walls, concealing /protecting water, electrical and other wiring, piping etc.

    I have done about half of the skeleton and have gone back to proping and lighting the Reception just to get away from the grey box monotony!!! I plan to post a new pic showing the further development on reception and the full skeleton of the map in the next couple of days.
  • TravCarpTravCarp Join Date: 2010-06-04 Member: 71962Members, Reinforced - Supporter
    <!--quoteo(post=1866532:date=Aug 4 2011, 10:25 PM:name=Najmir)--><div class='quotetop'>QUOTE (Najmir @ Aug 4 2011, 10:25 PM) <a href="index.php?act=findpost&pid=1866532"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have done about half of the skeleton and have gone back to proping and lighting the Reception just to get away from the grey box monotony!!! I plan to post a new pic showing the further development on reception and the full skeleton of the map in the next couple of days.<!--QuoteEnd--></div><!--QuoteEEnd-->

    awesome lets see what you got cooking for us!
  • NajmirNajmir Join Date: 2003-09-25 Member: 21184Members
    <b><!--coloro:#9acd32--><span style="color:#9acd32"><!--/coloro-->Emulsify!<!--colorc--></span><!--/colorc--></b>

    As promised here are the first pics of the M310 Detention Facility skeleton. I have also added the most recent view of Reception <!--coloro:#9acd32--><span style="color:#9acd32"><!--/coloro-->to<!--colorc--></span><!--/colorc--> show some of the propping and lighting that has also been going on. Unfortunately the skeleton is a whole lot of grey. Hopefully the pics are enough to doc where I am heading with the map.

    6. <a href="http://www.commenergy.com.au/ns2/ms5.jpg" target="_blank">Reception - Half Baked </a>- Still a bit more work todo.

    7. <a href="http://www.commenergy.com.au/ns2/Skel1.jpg" target="_blank">Whole Skeleton </a>- Every cloud has a grey box.

    8. <a href="http://www.commenergy.com.au/ns2/skel2.jpg" target="_blank">Curved Ramp </a>from Paradise (Staff Quarters) up to Command

    9. <a href="http://www.commenergy.com.au/ns2/skel3.jpg" target="_blank">Inspection</a> - Gotta get a good sound effect for the snapping of soem latex gloves!!!
    Demonstrates the multi-tier walkways.

    10. <a href="http://www.commenergy.com.au/ns2/skel4.jpg" target="_blank">Cell Block</a>. Need to fix up the door arch and roof. But will do for now.

    11. <a href="http://www.commenergy.com.au/ns2/skel5.jpg" target="_blank">Storage</a> - Freight and staff Tram Access. You can see the Mess in the middle

    Now its time to add in some start points and have a run around to test timing and scale.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    I like the organization and the fact that you're dev mapping this out. Hopefully you've also placed your important game entities and run around the map to check out the scale
  • NajmirNajmir Join Date: 2003-09-25 Member: 21184Members
    That's it fmpone. It was in the last line of my post. But I will forgive you since you were prolly in awe of the <i>awe</i>someness of the 6 pictures of grey boxes! :) Well 5...

    I dont want to put any effort into skinning or propping until I have factored the travel times for marins, tweeked the areas and also determined the optimum locations for vents and then repeated for aliens. Especially when you have to slice and dice after skinning. Spark Editor has a tendecy to switch the skins back to grey!!!
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    I was in awe, that's true
  • RanemanRaneman Join Date: 2010-01-07 Member: 69962Members
    You misspelled incarceration.
  • NajmirNajmir Join Date: 2003-09-25 Member: 21184Members
    Thanks Rane. Unfortunately I did not realise until I typed the name into the Map Editor and it did not look right. It does not look like I can change the title on this thread either. I have fixed it up in the body of the inital post tho.

    I have also completed my time tests and they're a little slight. I will need to broaden it with a few Fat Boy Burgers I think.

    I wil post the new skeleton in a couple of days. And I might steal fmpone's Route and Entity styling to give you all a better indication of the pathways through the map.
  • NajmirNajmir Join Date: 2003-09-25 Member: 21184Members
    Just a quick update on some progress. It's not exciting but it's progress......

    1. The belt has been loosened and the times between key entities in general have been lengthened. I have however kept the times between the three expansion techpoints at bit shorter than standard. Hopefully this will yield a little more intensity in the mid game.

    2. Location entities have been placed

    3. Tested my first implementation of the power grid at reception. It's a whole lot easier than I thought it would be.

    4. completed the major lines for Water Supply and storage within the map. Here is a screenie showing the major pipelines and the water storage tanks.

    <a href="http://www.commenergy.com.au/ns2/skel6.jpg" target="_blank">Water Supply - Pipe Lines and Storage</a>
Sign In or Register to comment.