ns2_dome

elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
edited August 2011 in Mapping
dun dun dun! guard your eyes for not only is this my first time mapping ever but its like 99% incomplete. This is just a fun side project trying to make an underwater, more assymetric/ns1 styled map. (my god there are so many different props to choose from!!!!!)

Basically i had a look at alot of ns2 map formats currently being used and in the mapping guidelines yet the thing that bugged me was all the symmetry given how ns2 at its core is assymetry. I really want marines to feel tied to one main base, needing to explore, guess/scout alien strongpoints and create forward points of their own. So i decided to go about the layout with the following assorted goals
1) 1 natural resource expansion for aliens and 2 for marines.
2) Facilitating strongpoints and having opportunity costs associated with different territorial expansion routes.
3) 4 tech points with 3 of them closer together. I much prefer this type of ns1 techpoint layout and it seems to fit with ns2 gameplay. Balancing further distance to hive locations with less res available to aliens. (dome, gallery, docking will be further away from alien start than it seems in the layout). Also makes locking down one techpoint more meaningful (I'm guessing Onos will be tied to 3rd hive.

<img src="http://i.imgur.com/Vsock.jpg" border="0" class="linked-image" />
Note: I forgot to add a vent from Alien Start to Research.

Incomplete ideas for docking room
<a href="http://i.imgur.com/y0Ynv.jpg" target="_blank"><img src="http://i.imgur.com/OI8Br.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/amB5Q.jpg" target="_blank"> <img src="http://i.imgur.com/QaHq7.jpg" border="0" class="linked-image" /> </a>

Comments

  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    I quite like the layout and idea behind it.
    If you suceed in making the maplayout asymetric and pararell to eachother points it should play out quite well I believe!

    Mapping wise is not much to say really.. It looks interesting but it lacks the whole part that defines where we could make suggestions, etc.
    So, finish more stuff first to show us. :)
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    Very Bioshock. Keep it up, and keep us informed :)
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    Too bad there is not an easy way to add schools of fish that swim around the outside of the map. That would look kool... maybe a couple of sharks or whales...
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    <!--quoteo(post=1870463:date=Aug 21 2011, 09:10 PM:name=PersianImm0rtal)--><div class='quotetop'>QUOTE (PersianImm0rtal @ Aug 21 2011, 09:10 PM) <a href="index.php?act=findpost&pid=1870463"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Too bad there is not an easy way to add schools of fish that swim around the outside of the map. That would look kool... maybe a couple of sharks or whales...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Can't that be done with sprites and the cinematic editor? Like particle fishes and bubbles?
  • Dragon-GuardDragon-Guard Join Date: 2011-07-25 Member: 112159Members
    <!--quoteo(post=1870482:date=Aug 22 2011, 10:44 AM:name=whoppaXXL)--><div class='quotetop'>QUOTE (whoppaXXL @ Aug 22 2011, 10:44 AM) <a href="index.php?act=findpost&pid=1870482"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can't that be done with sprites and the cinematic editor? Like particle fishes and bubbles?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Bubbles yes, easy actually, fish is harder, don't think you could get that nicely to work as a sprite, you would need some fish models for that and then animate the school in the cinematic editor.

    Also, about the map layout, although i like seeing an assymetric map, arent you giving the aliens like an instantly free second hive there?
    And an easy one to defend at that.
    With only 1 way to get to it.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited August 2011
    yea i figured out how to make le bubbles. Not sure how to make that watery semi transparency though. Was trying to animate a big free willy but i think i will leave that to another time when i actually have more of the map done :p.
    Progress will be slow unfortunately because i just recently discovered football manager...

    dragon-guard: Thanks, your totally right about the free 2nd hive and im leaning towards just making it a vent although i dont want to create too many chokepoints. The original idea was to space out the rooms enough so that available hive energy creates the decision of earlier 2nd hive or resource expansion to double.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    This looks very ambitious. The whales and all that undersea vegetation will need a lot of work I guess to make it look decent. If it's all static that would really suck.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited September 2011
    So a little progress on marine start geometry with some funky lighting.. I'm having a lot of trouble sealing up the ceiling without it going all wonky though =/. Not sure if im doing it right starting with the floor -> walls -> ceiling - is there a proper way to be doing this? oh and does anyone know if its possible to make glass textures instead of using the glass props?
    <img src="http://i.imgur.com/4avo0.jpg" border="0" class="linked-image" />
    <img src="http://i.imgur.com/hdZa3.jpg" border="0" class="linked-image" />
    <img src="http://i.imgur.com/1OT5o.jpg" border="0" class="linked-image" />
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